About
Controls:
- Aim = Mouse
- Fire Ball = M1
- Spacebar = Fire Lasers (when applicable)
- Lindsay Mode (teleport ball to cursor) = L
AI was NOT used during this project.
Features:
Implemented features are the only ones included in this table
Core Functionality (all levels) | 24% | |
3 | Ball Shooting | When mouse button is pressed (1 mark), ball shoots towards mouse (2 marks). |
1 | Ball movement | Ball follows a ballistic trajectory, i.e. like a ball thrown through the air (1 mark). |
1 | Ball collisions | Balls collide with the buckets and the environment/side of the screen (1 mark). |
5 | Peg collision | Pegs disappear after a collision with a ball (2 marks).
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2 | Next turn | The next ball can be shot only once the previous ball has come to rest in a bucket (1 mark; +1 mark for detecting ball is at rest for a short period of time, and doesn't incorrectly trigger when at velocity is low at the "top"/peak of a bounce). (Note: Removed the requirement in this item about "5 seconds") |
2 | Ammo | The player should start each level with 5 balls (1 mark). Each shot should reduce the ball count by one (1 mark). |
3 | Level completion / game over | The level ends in two ways: when the player has run out of balls (and some of the pegs remain) (1 mark), and when all the pegs have been destroyed (2 marks). |
4 | Scoring | Improved Score Display
Score is updated as each peg is hit (1 mark). A in-world popup of score is shown for each individual peg (1 mark), and for when a ball rests in a bucket (1 mark). The final score for a level is calculated and displayed correctly: the sum of destroyed pegs (1 mark); plus the sum of the value of the buckets each ball is resting in at the end of the level (2 marks); plus any bonus awarded for a level. |
Extra Functionality (all levels) | 16% | |
4 | Visual style and feel | Game is aesthetically pleasing, and levels play well. |
2 | Lindslay-Mode | Pressing L teleports the current ball to the current mouse position (1 mark). Ball velocity is reset (1 mark). |
3 | Sound Effects | Audio when ball is shot (1 mark). Audio when ball hits a peg (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 balls remaining is visually shown with either a number (1 mark) |
4 | End of level success text | Display a congratulations screen for 3 seconds after a level is completed (1 mark). |
1 | End of level failure text | Display a failure screen for 3 seconds after all ammo is used without destroying all pegs (1 mark). |
2 | Cumulative Score | Display the total running score across all levels (1 mark). "Animated" like the per-level score display (1 mark). |
Level 1 – Default | 2% | |
2 | Functionality | Simple level with no modifications. |
Level 2 – Multi-Hit Peg | 3% | |
2 | Functionality | At least one peg in the level which requires more than one hit to be destroyed. |
1 | Visual style | Uses an appropriate visual representation to show the state of the peg (e.g. different visuals with 2 hits remaining to 1 hit remaining etc.) |
Level 3 – Button | 4% | |
2 | Functionality | Level contains a button, which when hit by the ball opens up a secret area that contains a bonus pickup. |
2 | Bonus Pickup | Bonus pickup displays an onscreen bonus message including the bonus amount upon collision with the ball. |
Level 4 – Checkpoint Bonus | 5% | |
4 | Functionality | Level contains at least 3 checkpoints, which when hit in order by the ball result in a bonus which appears on-screen after the final peg is destroyed (1 mark). Checkpoints can be passed through by the ball rather than a normal collision (1 mark). |
1 | Visual Feedback | Pegs visually show which number in the checkpoint sequence they are (i.e. have a number on them), and correctly show when the checkpoint has been activated. |
Level 5 – Moving Pegs | 3% | |
2 | Functionality | Moving pegs follow a predetermined path (1 mark) and cause balls to bounce of them appropriately (1 mark). |
1 | Correctly resetting | Pegs only reset when level is reloaded, not after each shot (1 mark). |
Level 6 – Homing Missiles | 4% | |
2 | Spawns | Missiles spawn from the sides of the screen every second when there is an in-flight ball (1 mark). Missiles only collide with the ball, and not the pegs (1 mark). |
2 | Functionality | Missiles seek the currently in-flight ball (and ignore the ball once it is in the bucket area) (1 mark) and destroy when they collide with it (1 mark). |
Level 7 – Laser Bomb | 4% | |
4 | Functionality | If the player presses spacebar while the ball is in flight, the ball shoots lasers in four directions (i.e. in a + pattern) (2 mark). Lasers that hit any pegs should destroy the peg (1 mark). Lasers can't penetrate pegs (i.e. it only hits pegs which are within line-of-sight) (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 top of the level area (1 mark). |
2 | During Play | After ball is fired, camera follows it (1 mark). Continues to do so until ball comes to rest in a bucket and a new turn begins, and then smoothly transitions back to framing the top area of the level (1 mark). |
Level 9 – Free Choice | 6% | |
2 | Playability | |
2 | Uniqueness | Admittedly not that unique, I didn't have any good ideas that I could've had time to work on by the time I got to this point. |
2 | Functionality | Multiple missiles to follow the target at once, rather than just 1 in the last level that had them. |
Level 10 – Free Choice | 6% | |
2 | Playability | |
2 | Uniqueness | I'd say its pretty unique, and its in it's own space-themed level. |
2 | Functionality | Gravity well that pulls the ball around while its moving. |
Files
Royalty Free Peg Game (Exam Project)
cdevans
Status | Released |
Author | Sevensz |
Genre | Visual Novel |
Tags | Short, Singleplayer, Survival Horror |
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