The project is made using architecture architecture heavily dependent on scriptable objects.
To test the project simply open the "Main" scene and press play button.
In order to twaek levels get into the folder Data/Levels and adjust levels settings as pleased:
You can always create more levels but remember to add them to the LevelsLoader object in "GameplayScene":
It is possible to modify almost any design values within "Data" folder in similar way, like asteroirds speed:
or player shoot cooldown:
In a nutshell: Create a simple game based on Asteroids game: https://www.youtube.com/watch?v=WYSupJ5r2zo
In this game, the player's goal is to destroy all the asteroids on screen by shooting them while avoiding colliding with any asteroids in the process. Consider this as a part of the prototyping stage, so if the game is playable on Unity Editor is more than enough. Keep in mind though, the final goal is to target mobile devices, and we plan to support a wide range of them, so performance should be taken into consideration.
Unlike the original Asteroids game, the player will directly move their ship up, down, left, and right (in the XY plane) using WASD. PlayerShip maximum speed should be easily customizable by game designer. The PlayerShip begins with three lives. When the PlayerShip collides with an Asteroid, it will destroy the Asteroid and jump/teleport the PlayerShip to a safer location (consuming one life in the process)
The PlayerShip will fire a bullet every time the player clicks the left mouse button. The PlayerShip will constantly rotate to track the (visible) mouse pointer. After two seconds, Bullets will destroy themselves. Bullets will also be destroyed if they collide with an Asteroid.
There are three different sizes of Asteroids (3>2>1), and all Asteroid sizes pull a random model from the same set of models (for each size, different variant). Unlike the original game, for this prototype, Asteroids will not spawn smaller Asteroids when destroyed. When an Asteroid is Spawned, it is generated at a random rotation with a random velocity based on the size (smaller being faster). When an Asteroid collides with a Bullet, both the Bullet and Asteroid are destroyed, and the Player gains points based on the size of the Asteroid hit, with smaller Asteroids worth more (Size 3: 100, Size 2: 200, Size 1: 400). Enemy Ships - optional As in the original game, apart from Asteroids, we will have EnemyShips that will be spawned randomly. Enemy ships will have similar behaviour as Asteroids in terms of movement and spawning. Once spawned however, they will start shooting the player. Once destroyed, it will give the player 600 points. Screen Wrapping One of the key features of Asteroids game is that everything wraps around the screen (i.e., if a GameObject exits the right side of the screen, it will enter at the same Y position on the left side of the screen). The object should be completely off screen before it wraps. Level Completion and Game Over The level is completed when all Asteroids have been destroyed. The game is over when the PlayerShip hits an Asteroid but has zero lives remaining
● Will contain an Input Field for the Player name, Start Game and Exit Game buttons.
● Should display the score, the lives and the current level progression (starting from 1)
● The Player name (set up in the main menu) should be displayed on the game over screen, along with the level reached and the final score.
The game should have multiple levels that the level designers (not necessarily with a technical background) can easily create/modify. For the purpose of this task, just having a few of them would be enough. For each level, the designer should be able to adjust the amount of Asteroids to spawn for each category size (i.e., Lv1:Ast_size1: 6, Ast_size2:4, Ast_size3:2). NOTE: If the optional part is implemented, the amount of enemies per level should be as well customizable.
The Main menu, Gameplay screen and Game Over screen must be implemented in separate scenes. Use Git to track the progress of the development, as you would normally do working in a team.
Focus on mechanics and code quality. Keep it design friendly, so a level designer could tweak and balance the game. You can use Kenny assets for the art https://www.kenney.nl/assets/simple-space https://www.kenney.nl/assets/space-shooter-redux Estimation and Submission One week, counting from the next day you receive the task. Publish the game on Github in a private repository. Invite the following account task-bbgames as a collaborator, so we will receive an invitation and access to your project. More info about how to invite collaborators (click here). Good luck!