Features:

When mouse button is pressed ball shoots towards mouse.

Shooter can only be aimed within the 120 degree range pointing toward the bottom of the screen.

If the shooter is aimed outside of this range, it clamps to the edge of the range and shoots at the clamped angle.

Ball follows a ballistic trajectory, i.e. like a ball thrown through the air.

Balls collide with the buckets and the environment/side of the screen.

Pegs disappear after a collision with a ball.

Pegs that have collided with a ball only disappear once the ball has come to rest in a bucket (i.e. at the end of a "turn") (unless it's level 10).

Pegs that have collided with a ball visually show that they have been hit and can still be collided with, until the turn is over, or if 3 seconds have elapsed since it has been hit.

The next ball can be shot only once the previous ball has come to rest in a bucket and is at rest for a short period of time (doesn't incorrectly trigger when at velocity is low at the "top"/peak of a bounce).

Player Starts each level with 5 balls.

Each shot reduces the ball count by one.

A level ends in two ways: when the player has run out of balls (and some of the pegs remain), and when all the pegs have been destroyed.

Score is updated as each peg is hit.

As score increases, the number "animates" to the next number.

A in-world popup of score is shown for each individual peg, and for when a ball rests in a bucket.

Pressing L teleports the current ball to the current mouse position. Ball velocity is reset.

Audio when ball is shot. 

Audio when ball hits a peg. 

Audio when a ball collides with a bucket.

Music plays throughout whole game. 

Music doesn't stop or restart when level is changed.

Title screen with level select.

In-game UI.

Start of level text.

End of level success text from a random set of messages of your choosing that shows a final level score.

End of level failure text.

Cumulative Score.

A series of 10 unique levels which build upon each other with fully functional additional mechanics (I am personally very proud of level 10, that one was doozy to get working).

Of note for markers, whenever you see a bonus score that look like:
BONUS
2 0 0 0                                 that's two separate objects.              


References.

Remile Tutorial, 2020, YouTube, a video which I used to refresh myself on RayCasting and from which I took some script.

Rehope Games, 2023, YouTube, a video that taught me how to continue playing music between scenes using an AudioManager script which can be found in this game under the name MusicManager.

Patricia Taxxon, 2021, BandCamp, Copenhagen Air. https://patriciataxxon.bandcamp.com/track/copenhagen-air song which I used to soundtrack this game, this song and all of Patricia's work are under a creative commons licence. Check out the full album here https://patriciataxxon.bandcamp.com/album/daylight-spectrum, or the entirety of her discography here https://patriciataxxon.bandcamp.com/.

In addition to these assets I also repurposed segments multiple scripts from UTAS KIT109 tutorials, these repurposes can be found within the scripts CannonControl, CannonScript, Mover, PersueBall, SceneSwitcher, SpawnMissile.

That victory message about Pathologic, not a joke, I have 5.

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