Exam Game
The black dot is the "Sling shot"
Instructions:
1,Click and hold to spawn projectile
2.Move mouse to aim
3,Release to fire the projectile
Press L to randomly drop boulder
Art and font:
Enemy sprites: (bevouliin.com, 2015)
Background: (ramses2099, 2020)
Font named Kaph: (ggbot.net, 2022)
Section of code from (Guy, 2020) was used to help with explosion.
References:
bevouliin.com, 2015. OpenGameArt.org. [Online] Available at: https://opengameart.org/content/land-torn-monster-sprites
[Accessed 2023].
ggbot.net, 2022. ggbot.net/fonts. [Online] Available at: https://ggbot.itch.io/kaph-font [Accessed 2023].
Guy, T. G., 2020. youtube: How to make EXPLOSION with screen shake in UNITY - 2D. [Online] Available at: https://www.youtube.com/watch?v=k4hr7-7ysCY [Accessed 2023].
ramses2099, 2020. OpengameArt.org. [Online] Available at: https://opengameart.org/content/background-12
[Accessed 2023].
List of features:
the features shown in the table below are added in the game.
levels 6,8,9 , 10 are not made
Core Functionality (all levels) | 24% | |
6 | Projectile shooting | Holding mouse button down "loads" a projectile in the "slingshot" (2 marks). The projectile moves to where the mouse is located (2 marks). When the mouse button is released the projectile shoots (approximately) through the "mouth" of the "slingshot" (2 marks). |
3 | Projectile aiming constraints | Projectile can't move further than a given radius from the "mouth" of the "slingshot" (1 mark). |
1 | Projectile movement | Projectile follows a ballistic trajectory, i.e. like a ball thrown through the air (1 mark). |
1 | Projectile collisions | Projectiles collide with the terrain, obstacles, and the enemies (1 mark). |
2 | Projectile damage | Projectiles that directly hit an enemy will kill it (except for Level 6 where the enemies have shields) (1 mark). Projectiles that directly hit a block will break it (1 mark). |
3 | Broken blocks and dead enemies | Objects in the level that have been killed/broken no longer interact with other non-killed/non-broken physics objects (1 mark) but remain visible (1 mark) and also don't interact with each other, but still hit the terrain (1 mark). |
2 | Next turn | The next projectile can be shot after 5 seconds has elapsed (1 mark). |
4 | Ammo | The player should start each level with 5 ammo (1 mark). Each shot should reduce the ammo count by one (1 mark). On levels with special projectiles the first 2 ammo should be of the special type and the remaining 3 should be normal projectiles (2 marks). |
2 | Level completion / game over | The level ends in two ways: when the player has run out of ammo (and some of the enemies are still alive) (1 mark), and when all the enemies have been killed (1 mark). |
Extra Functionality (all levels) | 16% | |
4 | Visual style and feel | Game is aesthetically pleasing, and levels play well. |
1 | Trail | Projectile has a trail (1 mark). |
1 | Disappearing blocks / enemies | Broken blocks and killed enemies fade out / disappear after a short length of time (1 mark). |
1 | Fall and debris damage | Enemies can also be killed by rapidly falling blocks and with a speedy collision with the terrain, but can survive small bumps and falls (1 mark). |
2 | Lindsay-Mode | Pressing L drops a large heavy boulder on the play area containing blocks/enemies and it acts like a projectile (1 mark). Boulder can appear anywhere over the play area at random (1 mark). |
2 | Post processing | Effect (or effects) matches overall visual style of game (2 marks). |
3 | Sound Effects | |
2 | Music | |
User Interface (all levels) | 19% | |
5 | Title screen with level select | Can be same or separate scenes (note that if using separate scenes, SceneSwitcherKeys script will need to be modified -- see exam lecture). Should have title (1 mark), a suitable background (1 mark), and a way of jumping to all levels through the UI (3 marks). |
2 | In-game UI | The amount of ammo remaining is visually shown (1 mark). The type of each ammo is visually shown in order (1 marks). |
3 | Start of level text | Display a message for 2 seconds: level number and title (1 mark), brief description of that level's mechanics (1 mark). |
4 | End of level success text | Display a congratulations screen for 3 seconds after a level is completed (1 mark). Message should be from a random set of messages of your choosing (1 mark). Shows a final level score (1 mark). Score is correctly calculated as follows (1 mark): 100000 – (10000 * ammo used) + (1000 * enemies killed) + (100 * blocks destroyed) |
1 | End of level failure text | Display a failure screen for 3 seconds after all ammo is used without killing all enemies (1 mark). |
2 | End of game text | This screen should remain until the player chooses to return to the main menu (1 mark). |
2 | Game mechanics locked | Can't aim (1 mark) or shoot (1 mark) while the start or end level text is being shown. |
Level 1 – Default | 2% | |
2 | Functionality | Simple level with no modifications. |
Level 2 – Bomb | 3% | |
2 | Functionality | Projectile explodes upon collision (1 mark), and effects all physics objects within it's explosion radius (1 mark). |
1 | Visual style | |
Level 3 – Multi-shot | 4% | |
2 | Functionality | When spacebar is pressed, projectile splits into three (1 mark) with the two new projectiles having similar trajectories to the original projectile, but one diverging left and one right (1 mark). |
2 | Extra projectile functionality | Each extra projectile functions just like a the main projectile both visually (1 mark) and in functionality, i.e. projectile still hits objects and can damage enemies (1 mark). |
Level 4 – Homing Missiles | 5% | |
4 | Functionality | Projectiles move on normal (i.e. ballistic) trajectory for one second (1 mark) and then starts homing towards an enemy (1 mark). Turning towards the enemy should be gradual (1 mark) and homing missiles should increase speed as they move towards the enemy (1 mark). |
1 | Visual Feedback | Homing missile should have a visual representation of the change from ballistic movement to homing movement (1 mark). |
Level 5 – Moving Bouncy Barriers | 3% | |
2 | Moving bouncy barriers | Moving barriers follow a predetermined path (1 mark) and cause projectiles to bounce of them appropriately (1 mark). |
1 | Correctly resetting | Barriers only reset when level is reloaded, not after each shot (1 mark). |
Level 6 – Enemy Shields | 4% | |
2 | Shield | |
2 | Visual feedback | |
Level 7 – Laser Bomb | 4% | |
4 | Functionality | shoots lasers in four directions (i.e. in a + pattern) (1 mark). |