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 ✅): 

  • Easy: infinite lives;
  • Normal: 3 extra lives given at the start of each level; and
  • Hard: 3 lives given at the start of the game, no extra lives at the start of each level.
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 ✅): 

  • total time taken (i.e. total of all level completion times);
  • total number of attempts required; and
  • total number of bonus hearts collected.
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 FunctionalitySee above for 'Playability'
Level 10 – Free Choice 6%
2 Playability  ?
2 Uniqueness  ?
2 Functionality  ?

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