Inspiration
Our goal has been to create a cross-platform application for airplane passengers, with the aim of entertaining them while avoiding any kind of confrontation that a game could cause in the most competitive individuals. We have based ourselves on the popular family game developed by Nintendo to provide a familiar and entertaining experience.
In addition to focusing on the idea of the game itself, we have also considered and prepared presentation and access simulations for users towards the service."
What it does
This game is formed by different minigames, initially formed by ten minigames, but it could be increased on the near future:
- Hot way
- Obstacle Race
- Catch The Ball
- Sea Bombs
- Sheeps Pushers
- Air Balloons
- Airplanes
- Rope Climbers
- Sea Battle
- Tie Shapping
Some of them are for 4, 2 and one players.
The different games are tagged with different tematics, and the path to follow will be choosed based on the plane flight. The information related to the plane destination will be recovered when the plane is on the ground, fetching the API based on the plane ID.
The different cities where Vueling operates has been tagged with different categories:
- Beach
- Mountain
- Snow
How we built it
We designed a modular architecture formed by a backend witch has a coordinator module, which is in charge of calculating the minigame route and handling the queue. There is also a single module for every game. For time proposals, we were only able to develop the module for Sea Bombs game.
The game has been developed on Unity (using C#) and for the server we used Python and go.
Challenges we ran into
We had some issues updating the objects positions inside the app.
Accomplishments that we're proud of
"We have been able to work multidisciplinarily in our different areas of expertise to learn from those where we did not have as much knowledg
What we learned
We learned Go and how to build an online videogame using UDP sockets and how to handle multiple players affecting one single object

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