Inspiration

We were inspired to make Intoxicaution VR because we know how much alcohol affects college students. We've all known someone who's made risky choices after drinking, and we wanted to address this issue in a meaningful way. In fact, researchers show that on average 1,519 college students die per year due to alcohol-related incidents. College students are going to drink but learning how to drink by trial and error in real life can be extremely dangerous. For our project, we wanted to create a safe, controlled environment where students could learn about the consequences of poor drinking choices and how to make safe drinking decisions.

What it does

Intoxicaution VR is an interactive VR game where players are placed into a party situation and are forced to make decisions throughout the night that will determine how their night ends. Throughout the game, players will have to make decisions such as whether or not to drink, whether or not to take a drink from a stranger, whether or not to drive home, and more. Their endings can be anything from getting home safely, to a car accident, and more. Throughout the game, the player's blood alcohol content (bac) will be tracked using a progress bar. The more intoxicated the player becomes the greater the "drunk" effect we have created becomes. During the effect, players will experience increased wobbliness and distorted sound. If a player's bac becomes too high they will experience a blackout. Throughout the game, there will also be helpful notes and tips to add additional insight into the best drinking practices.

How we built it

We build this project from the ground up, mostly using Unity. We also used Blender to make most of the 3D models and the environment for the project, Figma to make the bac progress bar, Mixamo to make the animations, and some free sound effects and sound file converters to put the sound effects in the game.

Challenges we ran into

We faced several challenges during the creation of this project. Figuring out how to get the drunk effect in VR proved challenging. Planning out the different branches for the choices and events was also fairly difficult. Also, inevitably Github merge conflicts and slow computers also gave us some significant problems.

Accomplishments that we're proud of

The increasing drunk effect and the overall environment turned out really well. Also, we were able to include all the storylines and decisions we wanted to make in the beginning and they all work well so we are very proud of that. We are also proud of the voice acting and dancing animations we had a lot of fun writing and recording the voiceovers and finding the dance animations for the party.

What we learned

We learned a lot about Git Bash, including how to navigate version control and resolve merge conflicts effectively. We also gained a deeper understanding of creating Unity effects by implementing the camera wobble and sound distortion to simulate the drunk experience. In addition, we explored the process of designing and developing UI elements like the BAC bar, ensuring it dynamically responded to in-game actions. We also dove into game design principles, from modeling assets in Blender to creating branching narratives, and learned how to incorporate sound design to enhance immersion and feedback. Overall, this project pushed us to expand our technical skills and improve our ability to collaborate effectively as a team.

What's next for DrunkVR

If we were to continue this project we would add more choices, such as more variety of drinks with varying alcohol contents to choose from and more dangerous situations you might encounter at a party. We would also add an option for the user to put in some of their physical features such as gender or weight and use that information to make the effects of the alcohol more tailored to the individual player and allow for a more realistic experience to better educate the user on their drinking limits.

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