← Home

Game Development Pipeline (GDPL)
Assignment 1

Brief
Your task is to design and develop a game that is played by firing the red ball at the blue capsule targets. The blue capsule targets are distributed randomly around the three round levels (there must be some target capsules on each level). You control the elevation, horizontal angle and power with which the red ball is fired. When all of the blue targets have been hit or knocked from the platforms you have won the game. You initially only have 10 shots, however hitting the green capsules will give you an additional 3 shots. If you run out of shots before eliminating all of the blue capsules you lose the game.
You will initially design the game using the game design document (GDD) which will include the concept sketches, a mood board and a block out of the level. You must submit a 6-minute narrated video demonstrating all the features of your game, as well as a windows executable build of the game.
This assignment is worth 100% if of you overall unit grade.
Detailed Brief
  1. The assignment is to be completed using the unity game engine. These are the basic features of the game:
    1. The goal of the game is to hit all blue capsules.
    2. The level consists of 3 round platforms that hold the targets positioned at different hights roughly positioned as shown.
    3. Blue capsules are targets, and are destroyed by contact with the red ball or falling off the platform.
    4. Green capsules give you 3 extra shots when hit by the red ball.
    5. Randomly positioned objects also populate the platforms, shown here as white blocks.
    6. All objects are subject to physics and can be knocked over.
    7. The ball is always fired from the launch pad.
  2. The red ball respawns to the launch pad when:
    1. It hits a blue target capsule.
    2. It misses the platforms.
    3. More than 10 seconds after the launch has elapsed.
    4. There are only 10 shots initially. The game ends once the number of shots reaches 0.
  3. The ball's elevation (degrees 0-89), rotation angle (degrees left -ve or degrees right +ve), and power (0 - 10) should be set before the ball is fired (SPACE BAR).
  4. There should be GUI showing the following features:
    1. Shots left
    2. Targets left
    3. Elevation angle (in degrees)
    4. Horizontal angle (in degrees)
    5. Power 0-10
    6. A way to exit the game (essential for the executable), i.e. a button or which key to press.
  5. The game can be given a theme, such as cyberpunk, medieval, steampunk, etc using free asset packs. You can also add VFX and audio FX and music. The basic assets should also be replaced with free downloadable assets. Please make sure the controls and targets of the game are clearly explained by a splash screen or list in the GUI.
  6. You must submit the following items for assessment:
    1. The GDD document (based on the template provided).
    2. A 6-minute narrated video demonstrating all features of the game created (.MP4, HD) video clearly showing each of the various features of the game working and how they were implemented. Clearly also show and describe any advanced features you have added.
    3. A Windows build of the game (executable)
    4. The Unity project game folder (zipped) (The library folder should not be included. This should be tested on a separate PC from the one it was created on).
Submission Install the game here!

Results Summary

On this assignment I received a mark of 76.7/100, which I am very pleased with, as it was my first time using unity. If I were to redo this assignment, I would like to try create a script for the targets to move about on the platform as well as decorate the background area.

Lecturer Feedback Implementation of the basic game mechanics. (Mark: 77% - Weighting: 30%)
You have implemented all the required features, plus some more advanced features like multiple levels, the ball container, etc. Good randomisation of platforms, target, and scenery too.

The quality of the C# scripting,structure and commenting. (Mark: 70% - Weighting: 10%)
Good coding and excellent commenting. There are places where you could use a loop instead of multiple of the same statements, like in the TreeSpawn() function.

Game environment design, audio and VFX features. (Mark: 67% - Weighting: 30%)
Good use of custom meshes for the targets, objects, and scenery. Great VFX/audio for the cannon firing effect.

GDD (planning, design and organization). (Mark: 90% - Weighting: 20%)
Your GDD gives excellent, detailed information about the design, planning, and implementation of your game.

Video structure and communication of information and quality of video and audio. (Mark: 85% - Weighting: 10%)
Your video shows all the required information about the game and the features you implemented for it. Nice video editing, and great narration throughout.

Final Mark: 76.7%

Feedforward Suggestions (i) Where possible in code, use loops instead of multiple of the same statements.
(ii) Experiment with things like animated meshes.
(iii) Include more types of VFX (hit effects, etc).