WEBVTT

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PRAMODA: I'm Pramoda.

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GILLIAN: I'm Gillian.

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PRAMODA: Gillian.

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And our game is--

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You know how on the iPhone you
have those games like Jetpack

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Joyride or something.

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It's like one of
those games that

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has a player moving
infinitely, and you

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have to click to make it
jump or go left or right.

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It's kind of based off of that.

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That was our inspiration,
except it's in 3-D. Well,

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I guess you should just play it.

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GILLIAN: We'll demo it.

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PRAMODA: She'll just demo it.

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GILLIAN: There's music.

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We don't know how loud
it's going to be just

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from my computer but--

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PRAMODA: Hopefully it'll play.

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AUDIENCE: Make sure you
maximize [INAUDIBLE]..

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PRAMODA: So the cube is moving
infinitely in the plain.

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You can collect coins, and
that'll make your score go up.

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If you touch a cactus,
those are like enemies.

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That'll destroy your lives.

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You start off with five lives.

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What she just picked
up is a capsule.

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So you see the little
bar at the bottom,

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that's how much fuel you have.

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You can only fly with
just hitting space bar.

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Fly for-- OK.

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GILLIAN: You can go underwater.

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PRAMODA: Yeah, you can
also go underwater.

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So there's coins
under the water.

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So you go under there, and
you can collect secret coins.

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And then you fly by
pressing space bar,

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but if you see the bar down
there, if you run out of fuel

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you can't fly in
the field anymore.

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And so you just keep going.

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I think we touched a few
cactuses along the way.

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GILLIAN: Did we?

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You can lose a life.

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PRAMODA: You lose a life
by touching the enemies.

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GILLIAN: I'll get
another capsule.

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PRAMODA: Now she can fly.

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We have three worlds.

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So this is the desert
world, and then she

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is going into the snow
world which also has coins.

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GILLIAN: It's pretty simple.

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PRAMODA: Then obviously
the coins spin around.

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This world isn't as long
as the desert world.

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You can see the forest
world showing up already.

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There's also coins in
the air, but you can only

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get them if you have fuel.

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You have to know
exactly where they are.

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There you go.

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I think our high score is 20,
so if anyone can beat that--

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GILLIAN: I'm about to
run out of fuel, as you

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can see on the bottom left.

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And you have this thing at
the top where you click it

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and it mutes the music.

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These are conifer trees.

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PRAMODA: So you
can run into them.

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GILLIAN: You can hit them.

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The grass is actually
compiled, so you

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can see how you're kind
of submerged in the grass.

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PRAMODA: So it's like
going through a meadow.

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And it's funny because
the grass is actually

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a bunch of little trees.

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You can't see it now, but
if you zoom in infinitely

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you'll see the tiny
little trees swaying.

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It's really funny.

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GILLIAN: You basically get
to the end of the world.

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PRAMODA: And then that
is the end of the game.

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And then I think you
will fall infinitely.

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GILLIAN: You will [INAUDIBLE].

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PRAMODA: You just fall
infinitely into space.

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That's our game.

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GILLIAN: So we can talk about
some challenges that we had.

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Basically we split up the
work into two separate groups.

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I mostly worked on
building the world,

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because I found the terraforming
tool of Unity fascinating.

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I spent hours doing that.

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It's so cool.

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So a lot of the more
complicated things--

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you can see the
canyons and the cactus

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and the trees-- were
imported from Unity Assets.

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All of them were
free, although there

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are some that are up to $40.

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And basically the ground,
the terrain I hand-created,

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but the canyons and cacti
were created and imported.

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But I did hand-place all of
them, and I hand-designed it.

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The river-- Let's
see if I can zoom in.

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The river was interesting
to create because--

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It's not that hard.

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Unity makes it
relatively easy for you,

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but to get it to have--

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To apply the
physics to the river

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properly is kind of complicated.

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You can't really tell because
of the way we have it,

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but there's actually water
everywhere in this world.

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And if you dig deep enough,
you will get a pool.

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So I can show you that.

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AUDIENCE: It's like
real life, or something.

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You just keep digging
and there's water.

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GILLIAN: So, let's see.

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Inspect-- this is how
you do the terrain.

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Here, can you hold that?

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You can actually do
this, and then you

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can see water coming up.

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You can make it go
up like that, but I

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don't want to make it ugly.

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So I had a lot of
fun doing that.

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And then she worked
on the coding parts,

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as far as the game track.

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PRAMODA: I did mostly the code.

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There's not really that
many different codes.

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I don't know if you can--

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Where are the scripts?

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Right.

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So there's really only a few
simple codes over there, but--

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So the coins, they have
their own little code

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so that they spin
around, which--

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That's the code for the player.

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Just the player.

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So the weirdest part
was to get the cube

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to always move infinitely.

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So originally you could move
it forward and backwards,

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but we just had to
figure out how to make it

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so it never moves backwards.

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That's not an option.

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So that was just
something different

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that I had to figure
out how to do.

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And then this is just a
bunch of different codes.

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Actually, the
hardest part I think

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was doing the health
bar, to make it go down.

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So obviously you can
make integers go down,

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but to make that visually
happen was really weird.

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But you just have to use a local
scale or something like that.

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So that was pretty simple
after I figured it out,

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I guess, but in the
process it was hard.

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GILLIAN: Overall, the game
was really fun to make.

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We actually worked on it a lot,
on our own time after class.

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She was here until 11 last night
at my dorm room working on it.

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PRAMODA: Because we were like--

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GILLIAN: It was maybe 30%
done until last night.

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PRAMODA: And it really
came together last night.

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And we were like, what
could we add more?

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I think we just kept on going,
and at a certain point in time

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we were like, we
should stop now.

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This is enough.

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That's about it.

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GILLIAN: That was our game.

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AUDIENCE: What
were the controls?

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GILLIAN: Just arrows.

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The left and right arrow,
and then space bar.

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PRAMODA: Yeah,
that's all you have.

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Space bar to jump, until
you run out of fuel,

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at which point it locks
the space bar so you can't.

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GILLIAN: You can't go up
anymore, until you get a--

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AUDIENCE: Do repeated space
bars make you go higher?

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PRAMODA: Yeah, you continue to--

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GILLIAN: It's like a force every
time you hit the space bar,

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so you can go pretty high.

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PRAMODA: So you continue to fly.

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AUDIENCE: Cool.

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AUDIENCE: Any other questions?

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[APPLAUSE]

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GILLIAN: Yay.