'Desert Golf' (KIT109 exam project)
Controls:
Click and hold to launch the ball towards the mouse cursor
'r' to restart level
'q' to return to menu
'1-9' on the keypad to skip between levels
Aim of the game:
Get the white ball into the blue goal
Third party assets used:
Ball launch sound effect:
https://pixabay.com/sound-effects/pop-39222/
Level complete sound effect:
https://pixabay.com/sound-effects/marimba-bloop-1-188150/
No AI was used in the making of this game.
Features implemented:
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 sunk | When the ball collides with hole, show end of level text (if implemented), then move to next hole (if no end of level text, then wait for 2 seconds before moving to next level). | ||||||||||||||||
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% | |||||||||||||||||
4 | Visual style and feel | Game is aesthetically pleasing, and levels play well. | ||||||||||||||||
2 | Turbo boost | Hold space, makes ball speed 2x faster, limited for 0.5s per use. | ||||||||||||||||
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 | Audio when ball is shot (1 mark). Audio when ball is sunk (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), a suitable background (1 mark), and a way of jumping to all levels through the UI (4 marks). | ||||||||||||||||
4 | In-game UI | Total shots (1 mark), current hole shots (1 mark), current hole number (1 mark) and par for this hole (1 mark). | ||||||||||||||||
3 | Start of level text | Display a message for 2 seconds: hole number (1 mark), brief description of that level's mechanics (1 mark). Animated (1 mark). | ||||||||||||||||
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).
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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 | 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 | Aims at player (1 mark). 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). | ||||||||||||||||
Level 9 – Free Choice | 6% | |||||||||||||||||
Level 10 – Free Choice | 6% | |||||||||||||||||
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