Space Golf Exam Game
Controls:
Hold down mouse button to shoot and aim, drag for a more powerful shot.
Goal:
The goal of the game is to shoot the ball into the portal with as little shots as possible.
Sources:
Background:
Scrap Pirates(28/05/2015). Space Parallaxing background. Mymblemomements. https://mymblemoments.wordpress.com/category/game-design/design-projects/scrap-p...
Moon:
Istock(n/a). Impact Craters on the moon. Tribute India. https://www.tribuneindia.com/news/schools/researchers-identify-over-109-000-impa...
Hole:
Anh Phan(n/a). Astronomy. Pinterest. https://www.pinterest.com.au/pin/722335227710731209/
Golf Ball:
dzika_mrowka(n/a). Giant Start. Getty Images. https://www.popularmechanics.com/space/deep-space/a60139984/betelgeuse-defying-a...
Space Mono font:
Colophon Foundry(n/a). Space Mono. Google Fonts. https://fonts.google.com/?query=Colophon+Foundry
Black Holes:
Nintendo, Hal Laboratories.(n/a). Marx's Black Hole. Spriters Resource
https://www.spriters-resource.com/download/57300/
Missile:
CHENXIN(n/a). Red Spaceship. Pngtree. https://pngtree.com/so/2d-spaceship
Earth:
DesignbyTheresaCarr3.(08/06/2011). 2-D planet earth illustrator. deviantart.
https://www.deviantart.com/designbytheresacarr3/art/2-D-planet-earth-illustrator...
Tripwire:
n.a.(n/a). Red spuare icon. iconsdb.
https://www.iconsdb.com/red-icons/square-icon.html
Generative AI:
I did not use Generative AI during this assignment
Features:
Core:
Ball aiming and shooting
Ball aiming line
Ball sunk
Ball reset
Ball stopping
UI:
Title screen with level select
In-game UI
End of level text
Level 1:
Functionality
Level 2 – Black Hole | ||
2 | Functionality | Sucks the ball towards it, and is fun to play. |
1 | Visual style | sprite-sheet animation. |
Level 3 – Maze Level + Cinemachine | ||
3 | Tilemap | Level is created with a Tilemap. |
3 | Cinemachine | Camera follows ball in this level. |
Level 4 – Doorway Triggered by Hits | ||
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 | ||
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 | ||
2 | Doorway | Disappears when another object (NOT the ball) intersects the tripwire. Reappears if the object is no longer intersecting the tripwire (1 mark). |
2 | Visual Feedback | Line renderer representing tripwire (1 mark), and changes colour when tripwire is intersected (1 mark). |
Level 7 – Sticky Walls | ||
3 | Ball stops moving when it hits a wall | |
Level 8 – Homing Missiles | ||
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 | ||
2 | Playability | |
2 | Functionality | |
Level 10 – Free Choice | ||
2 | Playability | |
2 | Uniqueness | |
2 | Functionality |
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