High-Level Project Summary
“Simulanding” is a fun and educational game based on a real-world physics model and NASA open data to make objects in the game look and behave like in reality. This offers a better gaming experience in a more immersive environment. The game takes players step by step from launching rockets to landing spacecraft on other planets. At each stage, we add in knowledge for players to learn and develop their memory through playing the game. We believe this game has unlimited potential to act as an educational tool or interface. By adding more rockets and planets in future updates, we can create an array of different scenarios for players to both learn and play more.
Link to Project "Demo"
Link to Final Project
Detailed Project Description
Our Game Link: https://gamejolt.com/games/delta_2021/651890
- Introduction
In a 3D-realistic universe, you can travel using a variety of historic famous rockets into deep space and then landing on either the moon or Mars. During the journey, participants learn basic orbital mechanics and more about rockets.
- Motivation
We aim to utilize the power of gaming and 3D drawing to bring space travel back to earth and closer to the public. We first look back at how space pioneers traveled through vast space to land on the moon, Today, with advanced technology we have better capabilities for further exploration of our moon and could potentially stay for longer periods. In the coming decades, we might even leave a human footprint on our red neighbor-Mars. Our intention in creating this game is to inspire people and their imaginations to consider space travel in an entertaining way.
- Background
Since Neil Armstrong set foot on the moon in 1969, just 12 men have landed on the moon. Since the end of the space race, no one has been to the moon again but after more than 50 years NASA has announced the Artemis program to bring people back to the moon. This time, it is not to compete with the Soviet Union, but to cooperate with private companies, combining their strengths and applying innovative technologies. The intention is to create a permanent presence on the moon to conduct a range of in-depth research. In the foreseeable future, traveling to the moon will become the norm, and we may even see humans set foot on Mars in our lifetimes.
- Concept
(a) Education
In the game, we present players with basic orbital mechanics and the key points behind landing spaceships. On our way to other celestial bodies, we demonstrate how a rocket is launched and navigated through space. Allowing players to operate the spacecraft during the landing process makes it a more immersive experience. We want the game to motivate young people towards science especially in terms of aeronautics and astronautics engineering.
(b) Inspiration
To arouse the interest of the public in space, we designed the game to be simple and easy to operate. In the process, however, we have also incorporated a lot of data about planets and spacecraft. The intention is that through the process of learning while playing, players will naturally become interested in space.
(c) Future perspectives
Our game is focused on landing on the moon and mars so far. In future updates, we intend to add more rockets and planets for players to choose and explore.
- Design
(a) Environment setup
Our game scenes involve the Sun, Earth, moon, Mars, and begin with a rocket launching platform on the Earth. In addition, we build eight rocket models which were developed or are developing in the U.S., including SLS, Falcon Heavy, Saturn V, Delta IV, and Starship.
(b) Game scenarios
Initially, players can choose the rocket they like, and adjust fuel levels to go to the Moon or Mars. On the journey towards their destination, they will get some information about space and rocket landing. Finally, players need to control the orientation and speed of their spacecraft properly to land it successfully. Then explore the planet to accomplish their mission.
(c) 3D models of the eight rockets created by Inventor
When players select different rockets, there will be different animations during the launch phase.
The Models of SLS Block 1, SLS Block 1B Crew, SLS Block 1B Cargo and SLS Block 2 Crago.


The Models of Delta IV, Falcon Heavy, Saturn V and Starship.


The Models of LM (Open) and Orion


- Game Play
(a) Flow Chart

(b) Operation
Players can use ‘WS’ to control the forward and backward of the character, and ‘AD’ control the direction the characters are facing. Besides, the game is played from a third-party perspective, and players can use the mouse to control the angle of sight. After they enter the game, the first scene is to choose the rocket. There are eight rockets for players to choose from in this game, and each rocket will have a different launching animation and propulsion.
Players can choose the rocket according to their personal preference and the destination they want to go to. When they control the character to the appropriate position, the upper left corner of the screen will popup "press the blank button". If players press the blank button, it will pop up the introduction of the rocket, and they can press the SELECT button to choose the rocket.

The player will enter the rocket launch scene after selecting the rocket, but before the rocket is launched, there will be a detailed introduction of the rocket for the player to learn more scientific knowledge. After reading, the player will get to select the destination. Depending on which destination is chosen, different recommended fuel quantities will show up in the fuel quantity slot. Players should press the blank when the indicator passes through the recommended fuel quantity, and they can launch the rocket successfully.
Because we refer to NASA’s data and real physics laws, players can see that the rocket will be gradually accelerating to get rid of the gravity and that the rocket is tilted to obtain the horizontal velocity to enter low earth orbit. In addition, Simulanding retains the fact that the empty fuel tanks will be discarded after the rocket lifts off to reduce weight, so we will show the players the special track animation.

After reaching the target planet, we provide information related to landing and operation skills before the landing process. We also give players tips to enhance their chance of successful landing. During landing, players control the pitch of the spacecraft with the up and down arrow keys and control the engine ignition with the blank key. Players have to control the landing speed and angle and pay attention to the remaining amount of fuel to successfully land on the planet. In order to reduce the difficulty of control and increase the play ability of the game, we will reduce one degree of freedom at this stage.

After experiencing the above learning and challenges, players will land on the target planet, and they can explore it. Because we also use NASA’s open source to build the environment, therefore, players can see and walk on the real landscape and feel the difference in gravity between different planets. Finally, we also set up some objects related to the Moon or Mars, educating players while they enjoy Simulanding.

- Hard Issues
(a) Maintain the real proportion, including the physics parameters, and easy to play.
(b) Decrease the loading time of the game (optimize).
(c) Play on different resolution screens.
- Prospect
(a) Data improving
In the future, we plan to utilize more NASA data to our game, and make it more real, creating a more realistic and instructive environment.
(b) Game optimization
We will use a more accurate physics simulation engine instead of Unity, making our game closer to reality. Moreover, the knowledge and features in the game can become more enriched by quoting NASA’s information.
(c) Virtual Reality & Augmented Reality
Our game is 3D-based and thus ready for expansion to VR or AR. Its cross-device portability is very high.
(d) Promotion and sustainability
In the near future we plan to cooperate with gaming companies and educational institutions for sustainable maintenance and development, keeping the game free to use for the public.
Space Agency Data
- Planets (Parameters)
(a) Sun
(b) Earth
(c) Moon
(d) Mars
- 3D Models (From NASA open sources)
(a) Landing site of the Apollo 11
(b) Landing site of the Apollo 14
(d) Habitat Demonstration Unit
(e) Opportunity
(f) Mobile Launcher
- Other
How Do We Launch Things Into Space?
Hackathon Journey
We can describe the Space Apps experience with "Fun and Meaningful". For us, he "Creativity" and "Education" are two important things, and we want to build a game for people can learn the professional knowledge easily. In the process for us to develop this game, we encountered a lot of difficult problems, such as failed to simulate physical laws by Unity, having no enough time to finish, and getting wrong topic focus. However, through the extensive discussions, we solved these problems almost successfully, and we also got many good ideas in the discussions. All in all, this competition gives us an opportunity to cooperate and to brainstorm with other teammates, and we also obtains benefits a great deal. Thus, we want to thank each members in our team and who hold this contest, as well as everyone participating in this competition.
References
- Rockets & Spacecrafts(Scales)
(a) SLS
(b) Delta IV
(c) Saturn V
(d) Falcon Heavy
(e) Starship
- Develop Platform
Unity3D : Game developing with C#.
Autodesk Inventor、3ds Max: Draw 3D Models of engines for our game.
Adobe Photoshop、Premiere: Images post-production and videos clipping.
- Data and Resource
Unity Asset Store: Get some 3D model import into Unity
Tags
#NASA #Space #Unity #Landing #Simulation #Education #Moon #Mars #Artemis #AIT #揪松團 #EJ #LalaLand #Emma Stone
Global Judging
This project has been submitted for consideration during the Judging process.

