Exam Game
This game is not designed to run on your device. Add it to a collection to play later, or you can try to run it anyway.
Controls
Right Click - Aim/Shoot
Left Click - Multi-Shot & Homing Missiles
Sources
Background Image - https://wallpapercave.com/w/wp2495062
Font - https://www.dafont.com/glitch-inside.font
Features
TLDR - pretty much all of the core functionality, UI and levels + some extra functionality (no custom levels though).
- 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). - Projectile can't move further than a given radius from the "mouth" of the
"slingshot" (1 mark). - Projectile follows a ballistic trajectory, i.e. like a ball thrown through the
air (1 mark). - Projectiles collide with the terrain, obstacles, and the enemies (1 mark).
- 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). - 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). - 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). - 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). - 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). - Game is aesthetically pleasing, and levels play well.
- Broken blocks and killed enemies fade out / disappear after a short length
of time (1 mark). - 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). - 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). - The amount of ammo remaining is visually shown (1 mark).
- Display a message for 2 seconds: level number and title (1 mark), brief
description of that level's mechanics (1 mark). Animated (1 mark). - 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) - Display a failure screen for 3 seconds after all ammo is used without
killing all enemies (1 mark). - 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). - Can't aim (1 mark) or shoot (1 mark) while the start or end level text is
being shown. - Simple level with no modifications.
- Projectile explodes upon collision (1 mark), and effects all physics objects
within it's explosion radius (1 mark). - Uses an appropriate particle system OR sprite-sheet animation.
- When left mouse 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). - 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). - Projectiles move on normal (i.e. ballistic) trajectory until left mouse is pressed (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). - Homing missile should have a visual representation of the change from
ballistic movement to homing movement (1 mark). - Moving barriers follow a predetermined path (1 mark) and cause
projectiles to bounce of them appropriately (1 mark). - Barriers only reset when level is reloaded, not after each shot (1 mark).
- Enemies have shields that must be hit three times (1 mark) before
enemies can be destroyed (1 mark). - Shield shows a different visual representation (e.g. health bar, coloured
shield, etc.) for EACH level of "health" (2 marks). - 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). - (On all levels) Camera initially shows the entire level for one second
(1 mark) before focusing on the "slingshot" area (1 mark). - 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).
| Status | Prototype |
| Platforms | HTML5 |
| Author | Codemyster |
