GAM303 : Space Race – Prototype – Week 4

Overview: You are a new member of the design team for Space Sports, Inc. You are required to complete a small-scale rapid prototype. The CEO has brought forth a new idea for a mobile gaming application. The purpose of the game is to inspire students in the STEM program to become interested in joining the future generation of explorers in the space industry and community. For this activity, you will have one prototype to complete based on the requirements in the design document that will interconnect the components of the project by the end of the fiscal year. Your job is to complete the tasks that need to be developed in order to complete the application.


The Space Race Game: The setting for the game is outer space. As a visual part of the process, design the game interface using the suggestions below and display how it will look within the game environment. As a kinesthetic part of the process, you will complete one scenario.


As you look at the human-computer interaction, what kind of lighting and background for this environment will be pleasing to the human eye?

The human-computer interaction is based on the space environment interface and the player.

Is this environment virtually real or really virtual?

Are you digitally immersed in the 3D environment?

What are some aesthetics that you would add to the game?

Prompt: You will continue to develop the prototype for the Space Race game level. Planets, stars, and objects will be constantly moving in the background. There are occasional explosions in space due to space junk and spontaneous combustion. Sometimes, the explosions will cause solar flares to flash. Add an object to the level, a destructible static mesh that explodes or fractures, and add an exploding sound effect. Also, create a tick (timer-based) event with lighting to mimic solar flares. Submit a screenshot of your completed blueprint to your instructor with a brief description (three or more sentences) of how you will implement these features into the rapid prototype for your final project.

Create a blueprint that includes the following critical elements:

Add an object to the level, a destructible static mesh, that explodes or fractures. Add an exploding sound effect to the destructible static mesh.

Add a timer-based (tick) event with lighting, making the light randomly change color every second in order to mimic solar flares. Submit a screenshot of your completed blueprint to your instructor.

Submit a screenshot of your updates in the Bitbucket source code to your instructor.

Submit a brief description (three or more sentences) of how you will implement these features into the prototype for your final project.

Task List

Creates Destructible Static Mesh – Destructible static mesh object explodes

Adds Exploding Sound – Exploding sound is present Adds Timer-Based

(Tick) Event – Adds a timer-based (tick) event with light randomly changing color every second

Blueprint Screenshot – Submits screenshot of blueprint with components

Bitbucket Screenshot – Submits screenshot with change list in Bitbucket source control

Implementation Plan for Prototype – Submits implementation plan for rapid prototype (three or more sentences)

Destructible Instructions:

Create a box:

BSP tool: Modes: Geometry: Box

Click it, then pus “Shift b” to select all sides.

Details panel, click “Create Static Mesh” button

Save it in the appropriate folder.

In the Content Tab: right click on the “Box_Brush_StaticMesh”

Select: “Create Destructible Mesh” (1:00 min)

New window:
Click “Fracture Mesh” to see fractures.

To adjust the number of fractures click on the “Fracture Settings” tab

(also found in the menu bar under “Fracture Settings”)

Change the “Cell Site Count” to increase or decrease the number of fractures.

Enable impact damage.

Set “Impact Damage” to 100

Set “Fracture Depth” to 0

Demonstrate breaking.

Add “Box_Brush_StaticMesh_DM” to the map.

Simulate Physicis.

Destructible BluePrint

Right click BluePrint Class, Select Actor.

Rename to Destructible_BP

Open the BluePrint to edit.

Add “Destructible” component to the Scene root.

Select the “Destructible” component and under the Detail panel,

select Destructible Mesh, in the drop down select your Destructible Object.

Add the component “Box Collision” to the Destructible.

Scale up the “Box Collision” to (3.5, 3.5, 3.5).

Click on the “Event Graph”

Select the “Box Collision” component.

Add Event “On Component Begin Overlap”

Grab the pin “Other Actor” and pull out to “Cast to _________ Actor”

Insert Third or First person character depending on your game.

Drag the “Destructible” onto the graph (as a GET).

Then drag the “Destructible” pin off and select “Set Simulate Physics”

Set “Simulate” to True.

Connect the execution pins (“Cast to” and “Simulate Physics”).

(Destructible pin should connect to “target”)

Then drag the “Destructible” pin off and select “Add Radial Impulse”

Connect the execution pins (“Simulate Physics” and “Add Radial Impulse”).

(Destructible pin should connect to “target”)

Radius should be 100

Strength should be 50000

Then drag the “Destructible” pin off and select “Get World Location”

(Destructible pin should connect to “target”)

Connect “Get World Location” to “Add Radial Impulse”/”Origin”

Drag the execution pin from “Add Radial Impulse” and select “Play Sound at Location”

Connect “Get World Location” to “Play Sound at Location”/”Origin”

Select a sound. (May need to Migrate the sound from a default starter content set.)

Delete other versions of the cube from the level.

Add the new Destructible Blueprint Object to your level and test.


— videos removed —

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The target audience is general audience, all ages. This is a remake of a classic arcade game, fun for adults, teens, and children. For more information about our compliance with the FCC and FTC rules please see this page.

Constructive Feedback from parents and adults is welcome and will help us design better games in the future. Children may provide feedback to their parents or guardians and then the adult may contact us.