Pangle! - Assessment Piece

This game is a clone of the peggle game franchise made to be submitted as a final  assessment for a Unity course. 

How to Play

To play the game simply aim the ball shooter with your mouse and click the left mouse button to fire a ball. Hit all the pegs to progress to the next level. To help yourself out of a tricky level you can press L to teleport the current ball to your mouse location in order to hit any remaining pegs.

Controls:

Fire: Left Mouse

Aim: Mouse Movement

Level Switch: 1 to 0 on the keyboard

Main menu: Q

Lindslay Mode: L

List of Implemented Features

Core Functionality (all levels)
3 Ball Shooting

When mouse button is pressed, ball shoots towards mouse

3 Ball aiming constraints

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.

1 Ball movement

Ball follows a ballistic trajectory.

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

5

Peg collision

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. 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.

2 Next turn

The next ball can be shot only once the previous ball has come to rest in a bucket.

2 Ammo

The player starts each level with 5 balls. Each shot reduces the ball count by one.

Level completion / game over The 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.
4 Scoring

The final score for a level is calculated and displayed correctly:

  • the sum of destroyed pegs plus
  • the sum of the value of the buckets each ball is resting in at the end of the level plus
  • any bonus awarded for a level.
Extra Functionality (all levels) 16%
4 Visual style and feel Game is aesthetically pleasing, and levels play well.
1 Trail Ball has a trail.
4 Improved Score Display 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.
2 Lindslay-Mode Pressing L teleports the current ball to the current mouse position. Ball velocity is reset.
3 Sound Effects

Audio when ball is shot. Audio when ball hits a peg. Audio when a ball collides with a bucket.

2 Music

Music plays throughout whole game. Music doesn't stop or restart when level is changed.

User Interface (all levels) 19%
5 Title screen with level select Has title, a suitable background, and a way of jumping to all levels through the UI.
2 In-game UI The amount of balls remaining is visually shown with a number of UI sprites. 
3 Start of level text Display a message for 2 seconds: level number and title, brief description of that level's mechanics.
4 End of level success text Displays a congratulations screen for 3 seconds after a level is completed. Message is from a random set of messages stored in an array.
1 End of level failure text Displays a failure screen for 3 seconds after all ammo is used without destroying all pegs.
2 Cumulative Score Displays the total running score across all levels and is  "Animated" like the per-level score display.
2 Game mechanics locked Can't aim or shoot while the start or end level text is being shown.
Level 1 – Default 2%
2 Functionality Simple level with no modifications.
Level 2 – Multi-Hit Peg 3%
2 Functionality At least one peg in the level which requires more than one hit to be destroyed.
1 Visual style Uses an appropriate visual representation to show the state of the peg (e.g. different visuals with 2 hits remaining to 1 hit remaining etc.)
Level 3 – Button 4%
2 Functionality Level contains a button, which when hit by the ball opens up a secret area that contains a bonus pickup.
2 Bonus Pickup Bonus pickup displays an onscreen bonus message including the bonus amount upon collision with the ball.
Level 4 – Checkpoint Bonus 5%
4 Functionality Level contains at least 3 checkpoints, which when hit in order by the ball result in a bonus which appears on-screen after the final peg is destroyed. Checkpoints can be passed through by the ball rather than a normal collision.
1 Visual Feedback Pegs visually show which number in the checkpoint sequence they are (i.e. have a number on them), and correctly show when the checkpoint has been activated.
Level 5 – Moving Pegs 3%
2 Functionality Moving pegs follow a predetermined path and cause balls to bounce of them appropriately.
1 Correctly resetting Pegs only reset when level is reloaded, not after each shot.   
Level 6 – Homing Missiles 4%
2 Spawns Missiles spawn from the sides of the screen every second when there is an in-flight ball. Missiles only collide with the ball, and not the pegs.
2 Functionality

Missiles seek the currently in-flight ball (and ignore the ball once it is in the bucket area) and destroy when they collide with it.

Level 7 – Laser Bomb 4%
4 Functionality Only partially implemented at this stage, the laser will fire, hit the pegs and not pass through but it doesn't fire in the correct pattern
Level 8 – Cinemachine 4%
2 Level Introduction This level is not complete.
2 During Play This level is not complete.
Level 9 – Free Choice 6%
2 Playability  Two portals exist on the level. entering one teleports the ball to the other portal, reverses the velocity and gives a boost.
2 Uniqueness  
2 Functionality  
Level 10 – Free Choice 6%
2 Playability  Two cannons on the side of the level that will fire a fre bal when the buttons in the level are hit. Also contains features from multiple other levels.
2 Uniqueness  
2 Functionality  

Download

Download
Pangle_v0.1.zip 14 MB
Download
Pangle_V0.2.zip 14 MB
Download
Pangle_V0.3.zip 14 MB

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