Inspiration

We were mainly inspired by the prompts of the Hackathon. We wanted to make a game that took place in New York City, and we thought that making a game about our shared experiences using the metro would be a fun and interesting way to represent the city. We wanted the game to be whimsical and chaotic, as we think that NYC is also like that. Furthermore, we also wanted to integrate Wolfram Alpha, so we used it to generate images for our trivia questions.

What it does

It is a short game where the player is trying to finish their quiz that consists of various trivia questions before they get to their destination, 8th street NYU. However, the people on the train are to bother you. They are staring at you, at your phone, and occasionally trying to grab your phone from your hand. You as the player try and race against time by completing all the questions while fending off from these people by either smacking their hand away from your phone or closing your phone so that they can no longer look at it.

How we built it

We used Unity as our main engine. While some of us worked on the UI, others worked on the NPC interactions. For the first 3 hours, we tried to make a system that reads through the data gathered from Wolfram Alpha but we had problems with unity and how it interacted with the program. So we decided to generate them instead. We also created our own assets, like sprites and such

Challenges we ran into

Trying to work Wolfram Alpha was our biggest challenge. We really lost a lot of time because of it and ended up cutting out some extra content. Other than that, aside from the minor bugs in Unity, we achieved a lot of our goals.

Accomplishments that we're proud of

We are really proud of the phone system. There is a working password system as well as a scrollable trivia content box inside the phone (which we coded ourselves and didn't use the unity UI objects that are provided for us). We also use a lot of Couratines to keep track of everything, from time managment to smooth movement, which gave our game a fine looking polish

What we learned

We learned that if something doesn't work, that we should stop working on that and try working on other stuff

What's next for Rush Hour Anxiety

This project is basically done. Beside from the polish, and little bug fixes and sound integration, we have a solid project that we created from scratch in 5 hours.

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