Feature/Specification List
Core Functionality (all levels) | 20% | |
4 | Avatar moves (right) when action clicked | When “move right” icon clicked, the player avatar moves to the right (3 marks ✅). The icon disappears and can’t be used again (1 mark ✅). |
2 | Avatar moves (left) when action clicked | When “move left” icon clicked, the player avatar moves to the left (1 mark ✅). The icon disappears and can’t be used again (1 mark ✅). |
2 | Avatar stops when action clicked | When “stop moving” icon clicked, the player avatar stops all horizontal movement (1 mark ✅). The icon disappears and can’t be used again (1 mark ✅). |
4 | Avatar jumps when action clicked | When “jump” icon clicked, the player avatar jumps (1 mark ✅). The avatar keeps all horizontal movement it had before jumping (1 mark ✅). Jump should only happen if the avatar’s base is touching a platform (1 mark ✅). The icon disappears and can’t be used again (1 mark ✅). |
4 | Avatar reset | Avatar resets when offscreen (or is killed by an obstacle) (2 mark ✅s). Level actions reset (i.e. all powerups return and are functional) (2 marks ✅). |
4 | Avatar reaches goal portal | When the avatar collides with portal (1 mark ✅ ), show end-of-level UI (if implemented), wait for ~2 seconds (2 marks ✅), then move to next level (1 mark ✅). |
Extra Functionality (all levels) | 20% | |
5 | Visual style and feel | Game is aesthetically pleasing, and levels play well. (I think so? ✅) |
3 | Avatar animation | Avatar has different appearance when not moving (1 mark ✅), moving (1 mark ✅), and jumping (1 mark ✅). |
3 | Lives system | Life is lost when avatar is reset (1 mark ✅). Game ends when all lives used (1 mark ✅), shows end-of-game failure UI, then returns to title screen (if implemented) with a delay or after a button is pressed (1 mark ✅). |
2 | Bonus lives | Levels contain bonus life pickups that can be collected (1 mark ✅) and increase the number of lives by one (1 mark ✅). |
3 | Sound effects | Sound effects for moving, jumping, and stopping (1 mark ✅); losing a life and collecting a life (1 mark ✅); bouncing on a bouncy platform (0.5 marks ✅); and reaching the goal portal (0.5 marks ✅). |
2 | Music | Music plays throughout whole game (1 mark ✅). Music doesn't stop or restart when level is changed (1 mark ✅). |
2 | Lindsay mode | Can use the mouse to drag the avatar around the screen (1 mark ✅). When released, the avatar has no velocity (1 mark ✅). |
User Interface (all levels) | 20% | |
4 | Title screen with difficulty select | Can be same or separate scenes (note that if using separate scenes, SceneSwitcherKeys script will need to be modified -- see exam lecture). Title screen should allow starting the game (1 mark ✅), optionally with three different difficulties (3 marks ✅):
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4 | In-game UI | Lives remaining (if lives system implemented) (1 mark ✅), level name (1 mark ✅), restart level button that also costs one life (if lives system implemented) (2 marks ✅). |
3 | Start of level text | Display a message for 2 seconds containing the level number and title, and a brief description of that level's mechanics (1 mark ✅). Doesn’t show when level is restarted due to avatar resetting (or restart button pressed) (1 mark ✅). Animated (1 mark ❓- fades?). |
5 | End of level text | Display a congratulations screen for 3 seconds after a level is completed (1 mark ✅). Shows statistics about how many attempts were needed to finish the level, how long the final attempt took, and whether the bonus life was collected (3 marks ✅). Animated (1 mark ❌). |
2 | End of game stats | Display a congratulations screen after Level 10 has been completed (1 mark ✅). Show statistics for the following (1 mark ✅):
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2 | Post-processing and time-scale | Start- and end-of-level UI presents the level behind in a faded/blurred fashion (or some other appropriate effect) (1 mark ✅) and stops time (1 mark ✅ - but I think the game felt/flowed better when timescale wasn't modified). |
Level 1 – Default | 2% | |
2 | Functionality | Simple level with no modifications. ✅ |
Level 2 – Deadly Obstacle | 4% | |
2 | Functionality | Kills the avatar (including losing a life if the lives system is implemented) (1 mark ✅) and restarts the level (after an approximately 1- or 2-second delay) (1 mark ✅). |
2 | Visual style | Uses an appropriate particle system OR sprite-sheet animation when the avatar comes into contact with the deadly wall (2 marks ✅). |
Level 3 – Bouncy Platform | 3% | |
2 | Functionality | Some platforms bounce the avatar when landed on (2 marks ✅). |
1 | Visual Style | Uses an appropriate animation (or state-change) to show that a bouncy platform has been used (1 mark ✅). |
Level 4 – Moving Obstacle | 3% | |
2 | Functionality | Some obstacle(s) move (1 mark ✅) along a predetermined path repeatedly (1 mark ✅). |
1 | Correctly resetting | When level restarts, the moving obstacle(s) return to the same starting location each time (1 mark ✅). |
Level 5 – Invisible World | 2% | |
2 | Invisible objects | Level still functions with invisible platforms and obstacles (1 mark ✅). Some sort of rough indication where obstacles are (1 mark ✅). |
Level 6 – Moon | 2% | |
2 | Moon gravity | Gravity is substantially less (1 mark ✅). Player moves slower in the world (1 mark ✅). |
Level 7 – Scrolling and Buttons | 6% | |
3 | Button | Avatar must interact with a button to change some aspect of the level (2 marks ✅). Button should change its visual appearance when pressed (1 mark ✅). |
3 | Cinemachine | Camera follows avatar in this level, which must be bigger than a single screen (1 mark ✅). Camera looks ahead of avatar's movement direction (1 mark ✅). Camera is correctly bounded within the level (1 mark ✅). |
Level 8 – Chasing Enemies | 6% | |
2 | Enemies | Seek the avatar (1 mark ✅). More than one enemy (1 mark ✅). |
4 | Visual Style | Enemy graphics rotate towards the player avatar (1 mark ✅). Enemy changes colour or changes appearance when they are close to the avatar (1 mark ✅). Enemies have trails that change colour when they are close to the avatar (1 mark ❌). Enemies explode when they touch the avatar (and this causes the level to reset) (1 mark ✅). |
Level 9 – Free Choice | 6% | |
2 | Playability | It's possible to win, I don't think anything is really broken 🤷♂️ |
2 | Uniqueness | Moving platforms? Not very unique I guess |
2 | Functionality | See above for 'Playability' |
Level 10 – Free Choice | 6% | |
2 | Playability | ? |
2 | Uniqueness | ? |
2 | Functionality | ? |
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