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

When mouse button pressed (1 mark), projectile shoots towards mouse (1 mark).

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

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 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

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

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 showing total cumulative score from all levels (1 mark). 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

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).

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

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).

Level 7 – Laser Bomb

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). 

Level 8 – Cinemachine

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

 

2

Uniqueness

 

2

Functionality

 

Level 10 – Free Choice

6%

2

Playability

 

2

Uniqueness

 

2

Functionality

 

 

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/.

 

Files

ExamGame - Boardom - Julia M.zip Play in browser
Jun 16, 2023

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