KIT109 ExamGame - AGolfGameAboutGolf
A Golf Game About Golf
You guessed it! It's about Golf, Hit the ball into the green goal.
This project was created as an exam game for KIT109.
Controls
Aim using your mouse
Hold down left click to charge, release to shoot
Spacebar to turbo boost temporarily
R to restart level
Q to go to the title screen
Number keys to go to respective levels.
References (Resources used)
Font - https://www.dafont.com/comicy.font
Music - Space Pirates by Waterflame
https://www.autodidactic.ai/music/
Sound Effects
Putt sound - https://pixabay.com/sound-effects/golf-14-94167/
Goal sound - https://pixabay.com/sound-effects/ding-36029/
Graphics
Sprite pack - https://assetstore.unity.com/packages/2d/environments/free-8-bit-pixel-pack-7953...
Black hole spritesheet by Cethiel from https://opengameart.org/content/cosmic-time-magic-effect
No Generative AI was used for this assignment
Features
I have made an attempt to include all of the requested features
Core Functionality (all levels) | 20% | |||||||||||||||||
4 | Ball aiming and shooting | Shoot towards mouse, or pull back. Shot strength depends on how long you hold down the mouse button for. Ball is shot once button released. | ||||||||||||||||
4 | Ball aiming line | Line shows direction of shot. Line length represents shot strength. | ||||||||||||||||
4 | Ball sunk | When the ball collides with hole, show end of level text (if implemented), then move to next hole (if no end of level text, then wait for 2 seconds before moving to next level). | ||||||||||||||||
4 | Ball reset | Ball resets when offscreen. | ||||||||||||||||
4 | Ball stopping | Ball stops moving when touching ground and at low speed. | ||||||||||||||||
Extra Functionality (all levels) | 16% | |||||||||||||||||
4 | Visual style and feel | Game is aesthetically pleasing, and levels play well. | ||||||||||||||||
2 | Turbo boost | Hold space, makes ball speed 2x faster, limited for 0.5s per use. | ||||||||||||||||
2 | Divot particles | When ball is shot, a suitable particle effect is shown. | ||||||||||||||||
2 | Trail | Changes colour when turbo on (if implemented) (1 mark). | ||||||||||||||||
2 | Post-processing | Effect (or effects) matches overall visual style of game.is aesthetically pleasing, and levels play well. | ||||||||||||||||
2 | Sound effects | Audio when ball is shot (1 mark). Audio when ball is sunk (1 mark). | ||||||||||||||||
2 | Music | Music plays throughout whole game (1 mark). Music doesn't stop or restart when level is changed (1 mark). | ||||||||||||||||
User Interface (all levels) | 18% | |||||||||||||||||
6 | Title screen with level select | Can be same or separate scenes (note that if using separate scenes, SceneSwitcherKeys script will need to be modified -- see exam lecture). Should have title (1 mark), a suitable background (1 mark), and a way of jumping to all levels through the UI (4 marks). | ||||||||||||||||
4 | In-game UI | Total shots (1 mark), current hole shots (1 mark), current hole number (1 mark) and par for this hole (1 mark). | ||||||||||||||||
3 | Start of level text | Display a message for 2 seconds: hole number (1 mark), brief description of that level's mechanics (1 mark). Animated (1 mark). | ||||||||||||||||
5 | End of level text | Display a message for 1.5 seconds after sunk (1 mark). Message should be from a random set ("well done!", "great!", "weird!") (1 mark), plus how far over par they are using terminology in the following table (2 marks). Animated (1 mark).
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Level 1 – Default | 2% | |||||||||||||||||
2 | Functionality | Simple level with no modifications. | ||||||||||||||||
Level 2 – Black Hole | 3% | |||||||||||||||||
2 | Functionality | Sucks the ball towards it (1 mark), and is fun to play (1 mark). | ||||||||||||||||
1 | Visual style | Uses an appropriate particle system OR sprite-sheet animation. | ||||||||||||||||
Level 3 – Maze Level + Cinemachine | 6% | |||||||||||||||||
3 | Tilemap | Level is created with a Tilemap. | ||||||||||||||||
3 | Cinemachine | Camera follows ball in this level (1 mark). Camera looks ahead of ball's movement direction (2 marks). | ||||||||||||||||
Level 4 – Doorway Triggered by Hits | 5% | |||||||||||||||||
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 | 5% | |||||||||||||||||
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 | 4% | |||||||||||||||||
2 | Doorway | Disappears when another object (NOT the ball) intersects the tripwire (1 mark). 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% | |||||||||||||||||
3 | Ball stops moving when it hits a wall | |||||||||||||||||
Level 8 – Homing Missiles | 6% | |||||||||||||||||
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 – Portals | 6% | |||||||||||||||||
2 | Playability | |||||||||||||||||
2 | Uniqueness | |||||||||||||||||
2 | Functionality | |||||||||||||||||
Level 10 – Launchpads | 6% | |||||||||||||||||
2 | Playability | |||||||||||||||||
2 | Uniqueness | |||||||||||||||||
2 | Functionality |
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