Inspiration

The theme was space, so we wanted to show how spacecraft actually get sent out. Spacecraft swing past planets and use their gravity to pick up speed, which is how Voyager reached the outer planets on very little fuel. We mixed that idea with Angry Birds: the player pulls back, launches, and lets the planets bend the probe's path. We also added Verity, an alien co-pilot voiced with ElevenLabs who roasts you every time you crash.

What it does

You launch a probe from Earth and try to fly it through beacons around the solar system. Since you can't steer after launch, you have to pick the right angle, power, and timing. The game has 8 missions, from Lunar Slingshot to Heliopause Gauntlet, and each one is rated from 1 to 3 stars. A dotted preview line shows exactly where your shot will go, and if you get stuck, an autopilot can find the best route for you.

How we built it

We built the game with HTML, CSS, and JavaScript, with no build step. We used Three.js for the 3D planets, rings, starfield, and three camera views, and Tailwind for the on-screen controls. The physics is based on Newton's law of gravity, so every planet pulls on the probe at the same time. We also added a Docker setup and a double-click .bat file so anyone can run the game.

Challenges we ran into

Working with AI was harder than we expected. The AI didn't always do what we wanted on the first try, and sometimes its changes broke other parts of the game. Teamwork with Git was also a challenge. Some of our teammates had never used Git or AI tools before, so we had to teach each other while building and be careful not to overwrite each other's work.

Accomplishments that we're proud of

We're proud that there's nothing to install, so you can just open the game and play. We built an autopilot that can solve its own levels. We also gave Verity a real voice using ElevenLabs, and Verity's 3D face moves and lip-syncs to that voice, so it looks like Verity is actually talking.

What we learned

We learned how to build with AI tools. We used Claude as a coding assistant to write and fix code faster, but we still had to test everything and tell it exactly what we wanted. We learned how to use ElevenLabs to turn a written script into a voice with personality, and how to connect those voice lines to events in the game. We also learned how to work as a team on one project using Git, including helping teammates who had never used AI tools or Git before. Finally, we learned that realistic physics has to be adjusted to make a game playable.

What's next for Verity Up To Space

Next, we want to add more missions and a level editor so players can build their own. We also want to add a leaderboard for the most fuel-efficient routes.

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