Inspiration

Ideas regarding various aspects of the game were inspired by various different games we've played in the past, for example:
Subway-crawling idea: inspired by The Exit 8
Dialogue-driven gameplay: inspired by various RPGs (ex. Persona series)
We decided to implement these elements in a more familiar and localized setting resembling the TTC, a mode of public transit we all know and love. In addition, we pulled inspiration from the Natural Disasters theme of this hackathon, leading us to create a scenario where you have to survive for three days inside the subway after a disastrous flood leaves you trapped inside the train.

What it does

What it's supposed to do: Picture yourself on the subway late at night, heading home after a long day at work/school, when all of a sudden the intercom informs you that the train is stopped due to severe flooding, and that rescue is on the way. Your goal? To survive for three days on the train, by gathering resources, calming down your fellow trapped passengers, and by moving through the train as the water seeps in and floods some of the train cars.

Each day, you will have three tasks to complete: to distribute food and other resources to everyone, as well as two other tasks unique to each day that you are trapped as everyone gets more and more anxious. Failing some of these tasks will provide negative consequences (such as increasing the overall anxiety level within the train, or by making you hungrier), whereas completing some of the tasks will provide positive consequences.

You lose the game if the anxiety bar hits 100 (a riot breaks out in the train), or if the hunger bar hits 0 (you die of starvation). Also, if you fail to move out of the train car before it gets flooded during the night, you die from drowning.

What it actually does: You can move the character with arrow keys! We also have very nice backgrounds (we wanted to make art for the game but we SEVERELY underestimated how long this would take, so we just have images downloaded off of the internet) Dialogue boxes kind of work, and we have the hunger/anxiety meters.

How we built it

We initially decided on using pygame, as some team members had familiarity with Python and we believed that the framework was widely used/would be quite straightforward.

Challenges we ran into

Lack of experience and overall technical ability. Scope of project was a lot larger than anticipated.

Accomplishments that we're proud of

Character can move and jump! Icons' (for health bars) animation rate scales with current "health bar" status.

What we learned

Python (some of us only knew C++ coming into the hackathon)
Game development is hard; we don't like pygame.
Things take a LOT longer than we think.
Finally kind of understand how GitHub works.

Next Steps

We'll actually try to finish the game!

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