FEGGLE (Fake Peggle)

(KIT109 Exam Game)


HOW TO PLAY:

- Point your mouse to where you want the ball to go, and click to release.

- Try to hit all the panels before you run out of balls!

Additional Controls:

- Press L to activate "Lindslay Mode" and teleport your active ball to your cursor position!

- Press Q or the on-screen  "Back" button to return to the title screen

- Use the number row to jump to whichever level you please!


REFERENCES:

Background Images:

- Pillars of Creation, NASA, ESA, and the Hubble Heritage Team (STScI/AURA).

Source: https://hubblesite.org/contents/media/images/3862-Image

- Dual Quasar (Artist's Illustration), NASA, ESA, Joseph Olmsted (STScI).

Source: https://hubblesite.org/contents/media/images/2023/002/01GWQ9MV06BGF05SJXY25FGQYJ...

Music:

- The Arrow of Time: Soundtrack to "Timelapse of the Future" (Album), Melodysheep, 2019.

Source: https://music.youtube.com/playlist?list=OLAK5uy_m0U9dSkiTL1Gb9f3YWzJHxdFt_gks4pz...

- All sound effects are made by me.

Font:

- Edge of the Galaxy, Quinn Davis Type.

Source: https://www.fontspace.com/edge-of-the-galaxy-font-f45748

Sprites:

-Peg sprites are made by me.

- All other sprites are made from default Unity sprites

Other:

- All code written by me.

- Most end-of-game messages written by me, some are adapted from Exam sample game (Available at https://utas-lindsay.itch.io/kit109-games-fundamentals-2023-semester-2-exam-game).


FUNCTIONALITY IMPLEMENTED:

Core Functionality:

- Ball Shooting: Ball shoots towards mouse on left-click.

- Ball Aiming Constraints: Not implemented in current build.

- Ball Movement: Ball correctly follows a ballistic trajectory.

- Ball Collisions: Ball properly collides with buckets and level bounds.

- Peg Collisions: Pegs visually show that they've been hit, and disappear three seconds after being hit.

- Next Turn: Shooting is locked until previous ball comes to rest in bucket, and doesn't trigger when ball is stationary in air.

- Ammo: Player starts level with 5 balls, with each shot reducing the count by one.

- Scoring: Level score is calculated from sum of destroyed pegs and value of the bucket each ball falls into.

Extra Functionality:

- Trail: Ball has trail that reacts to ball velocity and direction.

- Improved Score Display: Score updates as each peg is hit.

- Lindslay-Mode: Pressing L resets ball velocity and teleports it to mouse position.

- Sound Effects: Sound Effects for ball being shot, ball turret reloading, and ball bouncing off objects.

- Music: Music is randomly selected from multiple options at startup, and is persistent throughout the game. When the currently playing song ends, a new song will be randomly selected and begin playing.


User Interface:

- Title Screen w/ Level Select: Title Screen is present, along with buttons to jump to each level

(NB: Unattempted levels are disabled in UI, but can be accessed through Keybinds)

- In-game UI: Amount of balls remaining is displayed using a set of UI Sprites on the base of the turret, which disappear as each ball is launched.

(Known Issue: Clicking consumes balls without firing a projectile if previous ball is still in play.)

- Start-of-level Text: Not implemented in current build.

- End-of-level Text (Success): Upon clearing all pegs, a screen is shown with a victory message. Victory message is randomly selected from multiple options. This screen persists for three seconds, upon which the next level loads.

- End-of-level Text (Fail): Upon running out of balls while there are uncleared pegs, a screen is shown with a failure message. Failure message is randomly selected from multiple options. This screen also persists for three seconds, upon which the level is restarted.

- Cumulative Score: Total running score is displayed underneath score for current level.

- Game Mechanics Locked: Not implemented in current build.


Level 1:

- Functionality: Pegs behave as expected.

Level 2:

- Functionality: Multiple pegs in level require at least two hits to be destroyed

- Visual Style: Damaged pegs have visual representation (Colour changes when damaged)

Level 3:

- Functionality: Button present in level, hitting button opens bonus area with pickup.

- Bonus Pickup: Pickup grants score on collection, on-screen message with bonus amount displayed for two seconds upon collection.

Level 4:

- Functionality: Level contains 3 checkpoints, requires being hit in specific order to trigger bonus score payout. Checkpoints can be passed through, and resets if checkpoints are hit out of sequence.

- Visual Feedback: Checkpoints are numbered, and change state when activated (colour and transparency changes). On-screen message with bonus amount displayed for two seconds upon completion of sequence.

Level 5:

- Functionality: Moving pegs follow a predetermined path, and balls treat moving pegs same as other types.

- Correctly Resetting: Pegs do not reset position between shots.

Level 6:

- Spawns: Missiles spawn from sides of screen every second when ball is in play, and missiles do not collide with pegs or level geometry.

- Functionality: Missiles are launched towards in-play ball, but cannot track mid-flight; Missile is destroyed when colliding with ball.

Level 7: (Not implemented in final build)

- Functionality: N/A, level behaves same as Level 1.

Level 8: (Not implemented in final build)

- Level Introduction: N/A

- During Play: N/A

Level 9 + 10: (Not implemented in final build)

-Playability: N/A

- Uniqueness: N/A

Functionality: N/A

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