Exam Game Project Golf!
Exam Game Project Golf!
KIT109 Exam game project; Student ID: 584774.
Basic Controls:
- Click and hold to shoot.
- Turbo for (limited) speed boost with Space bar (Cooldown Added).
- Press Q to return to main menu/title screen at any time.
- Press R to retry/reset the level at any time.
- Use 1-9 keys to auto-switch between levels:
- Normal Controls
- Black Holes
- Maze and Cinemachine
- Breakable Door
- Checkpoints
- Tripwire Door
- Sticky Walls
- Homing Missiles
- Free Choice (not implemented)
- Free Choice (not implemented) (press 0)
Goal of the Game:
- Reach the goal (Green Hole) to win with less number of swings.
List of Features Implemented:
Core Functionality (all levels):
- Implemented the Ball aiming and shooting mechanics.
- Implemented the Ball aiming line.
- Implemented the Ball sunk/Golf Hole .
- Implemented the Ball reset if it is off screen.
- Implemented the Ball stopping when touching the ground and at low speed (in my code I put 0.01 as the threshold (could be changed)).
Extra Functionality (all levels):
- Visual style and feel: Following the example futuristic retro style and feel.
- Turbo boost Implemented with a bit of cooldown. It will change the trail color when pressed/used.
- Divot particles when ball is shot is implemented.
- Trail changes color when turbo is on (from red to blue).
- Post-processing is implemented for all of the level, added bloom and color grading to match the feel and style of futuristic retro.
- Sound effects are implemented for ball is shot and ball is sunk to the hole.
- Music plays throughout the whole game and doesn't stop or restart when level is changed.
User Interface (all levels):
- Title screen with level select are implemented. Made a small change to the SceneSwitcherKeys script to make the audio and score display work.
- In-game UI: Total shots, current hole shots, current hole number and par for this hole are implemented. Added the case where the total shots are set to zero when starting at Hole 1 (level 1).
- Start of level text: Display a message for 2 seconds: hole number, brief description of that level's mechanics are implemented. (not animated).
- End of level text: Display a message for 1.5 seconds after sunk. Message should be from a random set ("well done!", "great!", "weird!"), plus how far over par they are using terminology in the given table are implemented. (not animated).
Level 1 – Default
- Functionality: Simple level with no modification is implemented.
Level 2 – Black Hole
- Functionality: Sucks the ball towards it and is fun to play are implemented.
- Visual style: Used an appropriate sprite for the blackhole (credit below).
Level 3 – Maze Level + Cinemachine
- Level is created with a Tilemap (Tilemap sprites are from KIT109 tutorials).
- Cinemachine: Camera follows ball in this level and looks ahead of ball's movement direction are implemented.
Level 4 – Doorway Triggered by Hits
- Doorway disappears after being hit 3 times by the ball is implemented.
- Visual Feedback: Doorway gets redder and redder on each hit.. is implemented by changing the color each collision.
Level 5 – Checkpoints
- Checkpoints: Wall disappears after 3 checkpoint objects have been triggered is implemented.
- Visual Feedback: Each checkpoint changes color after being hit (from yellow to red) is implemented.
Level 6 – Doorway Triggered by Tripwire
- Doorway disappears when another object (NOT the ball) intersects the tripwire . Reappears if the object is no longer intersecting the tripwire. Are implemented.
- Visual Feedback: Line renderer representing tripwire, and changes color when tripwire is intersected (from white to red) are implemented.
Level 7 – Sticky Walls
- Ball stops moving/stick when it hits a any wall/ground is implemented.
Level 8 – Homing Missiles
- Turret aims at player, and fires rockets when player is near, once every second are implemented.
- Missiles seeks the player and graphics rotate toward the player are implemented.
Level 9 – Free Choice
Not implemented.
Level 10 – Free Choice
Not implemented.
Credits (For Assets):
- Black hole spritesheetfrom https://opengameart.org/content/cosmic-time-magic-effect by Cethiel.
- Music form 8 Bit Retro Funk - by David Renda
- Sound Effects for ball hit and ball sunk from Free 2D Mega Pack - by Brackeys (https://assetstore.unity.com/packages/2d/free-2d-mega-pack-177430) .
- Tilemap from the KIT109 Tutorials.
- Font from Gravity Font Pack by jotson (https://jotson.itch.io/gravity-pixel-font)
- Walls spritesheet from Simple Platformer Walls by ActuallyElmo (https://actuallyelmo.itch.io/platformer-walls)
Credits (For Codes):
Most of the codes are from my own previous project (Pong Game and Into the Mist game project) and KIT109 Tutorials code.
The code for the music are based on: https://stackoverflow.com/questions/73057875/how-do-i-keep-my-music-going-betwen... which help me figure things out.
Leave a comment
Log in with itch.io to leave a comment.