Feggle (KIT109 Exam Game 2023)
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
Status | In development |
Platforms | HTML5 |
Author | Glori0usOCE |
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