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). 



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

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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