Game Info
Use mouse to load and shoot the slingshot, use numbers 1 - 0 to select levels.
(I've bolded what I've done and crossed out what I haven't; attempted levels 1, 2, 3, 9)
Core Functionality (all levels) | 24% | |
6 | Projectile shooting |
OR 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). Projectile can't be aimed anywhere but inside the bottom-left quadrant of a circle of that same radius (2 marks). |
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 are immediately destroyed (1 mark). OR
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2 | Next turn | The next projectile can be shot once the previous projectile has either made contact with the ground (1 mark) or 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 |
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1 | Fall and debris damage |
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2 | Lindsay-Mode |
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2 | Post processing |
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3 | Sound Effects | Audio when projectile is shot (1 mark). Audio when projectile hits a block (1 mark). Audio when an enemy is killed (1 mark). |
2 | Music | Music plays throughout whole game (1 mark). Music doesn't stop or restart when level is changed (1 mark). |
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). Animated (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 | Display a congratulations screen after all levels are completed |
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 | Uses an appropriate particle system OR sprite-sheet animation. |
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). |
| 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). |
| 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). |
| 4% | |
2 | Shield | Enemies have shields that must be hit three times (1 mark) before enemies can be destroyed (1 mark). |
2 | Visual feedback | Shield shows a different visual representation (e.g. health bar, coloured shield, etc.) for EACH level of "health" (2 marks). OR Each enemy displays in text how much health it has remaining (2 marks). |
| 4% | |
4 | Functionality | The laser bomb projectile spins as it moves (1 mark) and shoots lasers in four directions (i.e. in a + pattern) (1 mark). Lasers that hit the enemy should cause damage (1 mark). Lasers can't penetrate blocks (1 mark). |
| 4% | |
2 | Level Introduction | Level is larger and camera initially shows the entire level for one second (1 mark) before focusing on the "slingshot" area (1 mark). |
2 | During Play | After projectile is fired, camera frames the projectile and all the remaining enemies, but not the "slingshot" area (1 mark). Continues to do so until projectiles are destroyed and a new turn begins, and then smoothly transitions back to framing the "slingshot" area (1 mark). |
Level 9 – Free Choice | 6% | |
2 | Playability |
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2 | Uniqueness |
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2 | Functionality |
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| 6% | |
2 | Playability |
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2 | Uniqueness |
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2 | Functionality |
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References
Font:
www.dafont.com. (n.d.). Kindergarten Font | dafont.com. [online] Available at: https://www.dafont.com/kindergarten-4.font [Accessed 16 Jun. 2023].
Sprites:
Freepik. (n.d.). Free Vector | Colorful emoticons set. [online] Available at: https://www.freepik.com/free-vector/colorful-emoticons-set_802299.htm#query=smil... [Accessed 16 Jun. 2023].
Freepik. (n.d.). Free Vector | Blank white board with colored markers. billboard and business, education and empty space. [online] Available at: https://www.freepik.com/free-vector/blank-white-board-with-colored-markers-billb... [Accessed 16 Jun. 2023].
(Drawings on whiteboard done by me)
Sounds:
Pixabay (2023). Lovely Colorful Sweet Bright Happy Relax Soothing Music. [online] Pixabay.com. Available at: https://pixabay.com/music/acoustic-group-lovely-colorful-sweet-bright-happy-relax-soothing-music-16517/.
Pixabay (2023).Ding. [online] Pixabay.com. Available at: https://pixabay.com/sound-effects/ding-36029/.
Pixabay (2023). pop . [online] Pixabay.com. Available at: https://pixabay.com/sound-effects/pop-39222/.
Pixabay (2023). Whoosh. [online] Pixabay.com. Available at: https://pixabay.com/sound-effects/whoosh-6316/.
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