Examgry Birds 1.0

The aim of the game is to use your slingshot to launch projectiles at the enemies hiding in their towers! The more efficient you are with your shots and the more damage you casue, the higher the score.

Controls:

Click and drag the projectile in the slingshot to aim. Release the mouse button to fire. Some projectiles have special abilities that can be activated by pressing the space button while it is in flight. Levels can be skipped using the number keys. 

Sources: 

[1] "Ammo Crate" 

[2] "Launch sound effect"

[3] "Background music" 

[4] "Break object sound effect" 

[5] "Enemy destroyed sound effect" 

[6] "Slingshot sprite" 

[7] "Lindsay boulder" 

[8] "Background Image" 

[9] "Wooden Log" 

Bibliography:

[1]

PolygonixGames, “Pixel wooden crate,” OpenGameArt.org, Feb. 12, 2017. https://opengameart.org/content/pixel-wooden-crate (accessed Jun. 16, 2023).

[2]

Pixabay, “whoosh-6316,” Pixabay, Aug. 05, 2021. https://pixabay.com/sound-effects/whoosh-6316/ (accessed Jun. 08, 2023).

[3]

K. Macleod, “Download Free copyright music,” Chosic. https://www.chosic.com/download-audio/27248/ (accessed Jun. 08, 2023).

[4]

Pixabay, “crash-6711,” Pixabay, Aug. 10, 2021. https://pixabay.com/sound-effects/crash-6711/ (accessed Jun. 08, 2023).

[5]

Pixabay, “grunt1-68324,” Pixabay, Jul. 19, 2022. https://pixabay.com/sound-effects/grunt1-68324/ (accessed Jun. 08, 2023).

[6]

588ku, “pngtree | 504,” pngtree.com, Jun. 16, 2018. https://pngtree.com/freepng/yellow-slingshot-decoration-illustration_4621524.htm... (accessed Jun. 16, 2023).

[7]

TheValar, “Cave Boulder,” OpenGameArt.org, Mar. 03, 2013. https://opengameart.org/content/cave-boulder (accessed Jun. 08, 2023).

[8]

R. Ramsay, “Scrollable Backgrounds,” OpenGameArt.org, Feb. 16, 2021. https://opengameart.org/content/scrollable-backgrounds (accessed Jun. 10, 2023).

[9]

R. Production, “wood log pixel art,” OpenGameArt.org, Jul. 31, 2017. https://opengameart.org/content/wood-log-pixel-art (accessed Jun. 09, 2023).




Feature List: 

Core Functionality (all levels) 24%
6 Projectile shooting

When mouse button pressed (1 mark), projectile shoots towards mouse (1 mark).

OR

Holding mouse button down "loads" a projectile in the "slingshot" (2 marks). The projectile moves to where the mouse is located (2 marks). When the mouse button is released the projectile shoots (approximately) through the "mouth" of the "slingshot" (2 marks).

3 Projectile aiming constraints Projectile can't move further than a given radius from the "mouth" of the "slingshot" (1 mark). 
1 Projectile movement

Projectile follows a ballistic trajectory, i.e. like a ball thrown through the air (1 mark).

1 Projectile collisions Projectiles collide with the terrain, obstacles, and the enemies (1 mark).
2 Projectile damage

Projectiles that directly hit an enemy will kill it (except for Level 6 where the enemies have shields) (1 mark). 

Projectiles that directly hit a block will break it (1 mark). 

3 Broken blocks and dead enemies

Objects in the level that have been killed/broken are immediately destroyed (1 mark).

OR

Objects in the level that have been killed/broken no longer interact with other non-killed/non-broken physics objects (1 mark) but remain visible (1 mark) and also don't interact with each other, but still hit the terrain (1 mark).

2 Next turn

The next projectile can be shot once the previous projectile has either made contact with the ground (1 mark) or after 5 seconds has elapsed (1 mark).

4 Ammo

The player should start each level with 5 ammo (1 mark). Each shot should reduce the ammo count by one (1 mark).

On levels with special projectiles the first 2 ammo should be of the special type and the remaining 3 should be normal projectiles (2 marks).

2 Level completion / game over The level ends in two ways: when the player has run out of ammo (and some of the enemies are still alive) (1 mark), and when all the enemies have been killed (1 mark).
Extra Functionality (all levels) 16%
4 Visual style and feel Game is aesthetically pleasing, and levels play well.
1 Trail Projectile has a trail (1 mark).
1 Disappearing blocks / enemies Broken blocks and killed enemies fade out / disappear after a short length of time (1‌ mark).
1 Fall and debris damage Enemies can also be killed by rapidly falling blocks and with a speedy collision with the terrain, but can survive small bumps and falls (1 mark).
2 Lindsay-Mode Pressing L drops a large heavy boulder on the play area containing blocks/enemies and it acts like a projectile (1 mark). Boulder can appear anywhere over the play area at random (1 mark).
2 Post processing Effect (or effects) matches overall visual style of game (2 marks).
3 Sound Effects

Audio when projectile is shot (1 mark). Audio when projectile hits a block (1 mark). Audio when an enemy is killed (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) 19%
5 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 (3 marks).
2 In-game UI The amount of ammo remaining is visually shown (1 mark). The type of each ammo is visually shown in order (1 marks).
3 Start of level text Display a message for 2 seconds: level number and title (1 mark), brief description of that level's mechanics (1 mark). Animated (1 mark).
4 End of level success text Display a congratulations screen for 3 seconds after a level is completed (1 mark). Message should be from a random set of messages of your choosing (1 mark). Shows a final level score (1 mark). Score is correctly calculated as follows (1 mark): 
   100000 – (10000 * ammo used) +
   (1000 * enemies killed) + (100 * blocks destroyed) 
1 End of level failure text Display a failure screen for 3 seconds after all ammo is used without killing all enemies (1 mark).
2 End of game text Display a congratulations screen after all levels are completed showing total cumulative score from all levels (1 mark). This screen should remain until the player chooses to return to the main menu (1 mark).
2 Game mechanics locked Can't aim (1 mark) or shoot (1 mark) while the start or end level text is being shown.
Level 1 – Default 2%
2 Functionality Simple level with no modifications.
Level 2 – Bomb 3%
2 Functionality Projectile explodes upon collision (1 mark), and effects all physics objects within it's explosion radius (1 mark).
1 Visual style Uses an appropriate particle system OR sprite-sheet animation.
Level 3 – Multi-shot 4%
2 Functionality When spacebar is pressed, projectile splits into three (1 mark) with the two new projectiles having similar trajectories to the original projectile, but one diverging left and one right (1 mark).
2 Extra projectile functionality Each extra projectile functions just like a the main projectile both visually (1 mark) and in functionality, i.e. projectile still hits objects and can damage enemies (1 mark).
Level 4 – Homing Missiles 5%
4 Functionality Projectiles move on normal (i.e. ballistic) trajectory for one second (1 mark) and then starts homing towards an enemy (1 mark). Turning towards the enemy should be gradual (1 mark) and homing missiles should increase speed as they move towards the enemy (1 mark).
1 Visual Feedback Homing missile should have a visual representation of the change from ballistic movement to homing movement (1 mark).
Level 5 – Moving Bouncy Barriers 3%
2 Moving bouncy barriers Moving barriers follow a predetermined path (1 mark) and cause projectiles to bounce of them appropriately (1 mark).
1 Correctly resetting Barriers only reset when level is reloaded, not after each shot (1 mark). 
Level 6 – Enemy Shields 4%
2 Shield Enemies have shields that must be hit three times (1 mark) before enemies can be destroyed (1 mark).
2 Visual feedback

Shield shows a different visual representation (e.g. health bar, coloured shield, etc.) for EACH level of "health" (2 marks).

OR 

Each enemy displays in text how much health it has remaining (2 marks).

Level 7 – Laser Bomb 4%
4 Functionality The laser bomb projectile spins as it moves (1 mark) and shoots lasers in four directions (i.e. in a + pattern) (1 mark). Lasers that hit the enemy should cause damage (1 mark). Lasers can't penetrate blocks (1 mark). 


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