Team Updates

We chose this challenge because it touches a vital point in our development and we were frustrated by the difficulty of space exploration in the near future and how a lot of people ignores it.

We thought about spotting the light on the problem by simulating space debris and how to collect them. What makes the game special and unique is the near realistic experience that challenges the player’s creativity in order to explore the player’s innovative ideas.

We used Spacebirds and Nasa’s database: www.nasa.gov

The game developement will not stop after the end of the challenge, we plan to keep working on the game to make it better and more enjoyable and achieve our vision of the game. We plan to improving the game graphics and phisics engines and make a 3D version of the game instead of 2D version. We can also make a bigger online community and add an in game database that the play can use to learn things about the space and the history of space exploration.

the game will be built with UNITY engine and after effect and using 3D max to design the objects and physic laws of movement and forces, we realise the impossiblity to simulate real speed in the game but we are going to make a scale for speed and play on simulating real damages so it gives it realistic approach.

In the game developement we're using a variety of tools and softwares for designing and programming the game. We use the Unity developement engine as the main developement engine for it's decent and suitable physics engine, we could use more powerful engines like Unreal engine, but it requires more knowledge and a much powerful work stations.We're using 3ds Max to design objects and envirements. We're also using After Effect for the interfaces design (main menu, pause menu...). We realise that it's impossible to simulate real scales into the game (velocity, sizes, gravitation...) so we're downscalling it the right scales but keeping the game experience feel real.

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Amine
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Ilyes Bnelazreg