Fire the frogs, defeat the anti-frogs and take back Frogkingdom once again. Defeat all the frogs in each level to continue.

Controls:

  • Select a frog with left click, drag and release to fire!
  • Right click to duplicate frog when duplication ammo is loaded.
  • Use the numeral keys to visit individual levels
  • Press B to summon a boulder
  • Press A to quick-restart level
  • Press M to return to the title screen at any time.

Implementation:

  • 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).
  • Projectile can't move further than a given radius from the "mouth" of the "slingshot" (1 mark).    
  • Projectile follows a ballistic trajectory, i.e. like a ball thrown through the air (1 mark).
  • Projectiles collide with the terrain, obstacles, and the enemies (1 mark).
  • 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).
  • Objects in the level that have been killed/broken are immediately destroyed (1 mark).     
  • 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).
  • 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).
  • 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).
  • Game is aesthetically pleasing, and levels play well. (I hope)
  • Projectile has a trail (1 mark).
  • 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).
  • 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).
  • Effect (or effects) matches overall visual style of game (2 marks).
  • Audio when projectile is shot (1 mark). Audio when projectile hits a block (1 mark). Audio when an enemy is killed (1 mark).
  • Music plays throughout whole game (1 mark). Music doesn't stop or restart when level is changed (1 mark).
  • 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).
  • The amount of ammo remaining is visually shown (1 mark).
  • 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)
  • Display a failure screen for 3 seconds after all ammo is used without killing all enemies (1 mark).
  • 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).
  • Can't aim (1 mark) or shoot (1 mark) while the start or end level text is being shown
  • Simple level with no modifications.
  • Projectile explodes upon collision (1 mark), and effects all physics objects within it's explosion radius (1 mark).
  • Uses an appropriate particle system OR sprite-sheet animation.
  • 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).
  • 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).
  • Homing missile should have a visual representation of the change from ballistic movement to homing movement (1 mark).
  • Moving barriers follow a predetermined path (1 mark) and cause projectiles to bounce off of them appropriately (1 mark).
  • Barriers only reset when the level is reloaded, not after each shot (1 mark).
  • Enemies have shields that must be hit three times (1 mark) before enemies can be destroyed (1 mark).
  • Each enemy displays in text how much health it has remaining (2 marks).
  • 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).
  • Level is larger and camera initially shows the entire level for one second (1 mark) before focusing on the "slingshot" area (1 mark).
  • Level 9 and 10 free choice

 

References:

https://opengameart.org/content/rumbleexplosion - Explosion Sound Effect, 2009 [Sound Effect]

https://opengameart.org/content/swish-bamboo-stick-weapon-swhoshes - Slingshot Sound Effect, 2009 [Sound Effect]

https://opengameart.org/content/75-cc0-breaking-falling-hit-sfx - Hit Sound Effects, 2019 [Sound Effect]

https://opengameart.org/content/generic-8-bit-jrpg-soundtrack - Barbarian King, 2012 [Sound Effect]

Licenses used:

https://creativecommons.org/licenses/by/4.0/

https://creativecommons.org/licenses/by/3.0/

 Fonts found here:

https://fonts.google.com/specimen/Staatliches

 

Comments

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(+1)

Love the consistent art style and music, game plays awesomely :)

(+1)

fun