Game Implementation


Below is a list of all the functions that have been implemented into the game.

Core Functionality (all levels)

20%

4

Ball aiming and shooting

Shoot towards mouse, or pull back. Shot strength depends on how long you hold

 down the mouse button for. Ball is shot once button released. 

4

Ball aiming line

Line shows direction of shot. Line length represents shot strength.

4

Ball reset

Ball resets when offscreen.

4

Ball stopping

Ball stops moving when touching ground and at low speed. 

Extra Functionality (all levels)

16%

2

Divot particles

When ball is shot, a suitable particle effect is shown.

2

Trail

Changes colour when turbo on (if implemented) (1 mark).

2

Post-processing

Effect (or effects) matches overall visual style of game.is aesthetically pleasing,

and levels play well.

2

Sound effects

1)    Audio when ball is shot (1 mark). Audio when ball is sunk (1 mark). 

2

Music

2)    Music plays throughout whole game (1 mark).

3)    Music doesn't stop or restart when level is changed (1 mark).

User Interface (all levels)

18%

6

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),

and a way of jumping to all levels through the UI (4 marks).

5

End of level text

Display a message for 1.5 seconds after sunk (1 mark). Message should be from a

 random set ("well done!", "great!", "weird!") (1 mark), plus how far over par they are

using terminology in the following table (2 marks). Animated (1 mark). 

Over/Under Par

Text

<2 under

X Under Par

2 under

Eagle

1 under

Birdie

0 under

Par

1 over

Bogie

2 over

Double-Bogie

>2 over

X Over Par

Level 1 – Default

2%

2

Functionality

Simple level with no modifications.

Level 2 – Black Hole

3%

2

Functionality

Sucks the ball towards it (1 mark), and is fun to play (1 mark).

1

Visual style

Uses an appropriate particle system OR sprite-sheet animation.

Level 3 – Maze Level + Cinemachine

6%

3

Tilemap

Level is created with a Tilemap.

3

Cinemachine

Camera follows ball in this level (1 mark). Camera looks ahead of ball's

movement direction (2 marks).

Level 4 – Doorway Triggered by Hits

5%

3

Doorway

Disappears after being hit 3 times by the ball.

2

Visual Feedback

Doorway gets redder and redder on each hit..

Level 5 – Checkpoints

5%

3

Checkpoints

Disappears after 3 checkpoint objects have been triggered.

2

Visual Feedback

Each checkpoint changes coloured after being hit.

Level 6 – Doorway Triggered by Tripwire

4%

2

Doorway

Disappears when another object (NOT the ball) intersects the tripwire (1 mark).

Reappears if the object is no longer intersecting the tripwire (1 mark).

2

Visual Feedback

Line renderer representing tripwire (1 mark), and changes colour when

tripwire is intersected (1 mark).

Level 7 – Sticky Walls

3%

3

Ball stops moving when it hits a wall

Level 8 – Homing Missiles

6%

3

Turret

Fires rockets when player is near (1 mark),

once every second (1 mark).

3

Missiles

Seeks the player (2 marks). Graphics rotate toward the player (1 mark).

 References

BGM. 2022. "Arcade Game BGM #17 Music." Unity Asset Store. https://assetstore.unity.com/packages/audio/music/arcade-game-bgm-17-210775

Dustyroom. 2019. "Casula Game SFX - Sample Pack.' Unity Asset Store. https://assetstore.unity.com/packages/audio/sound-fx/free-casual-game-sfx-pack-5...

Fonts by Flash. n.d. "FFF Forward Font.".  1001 Fonts. https://www.1001fonts.com/fff-forward-font.html

Withthelove, 2018. "Muckety Mudskipper Art Pack." Open Game Art. https://opengameart.org/content/muckety-mudskipper-sprites-and-tiles

Chat GPT 

Troubleshooting with Particle Effects.
https://chatgpt.com/share/6228df28-d4bf-4b5f-b959-3e7701e730fc

Files

TestBuild.zip Play in browser
Jun 19, 2024

Leave a comment

Log in with itch.io to leave a comment.