Sad But Ded - Remake

Controls

Navigate the menus with the mouse.
Click on the controls at the bottom of the screen to move around the level.
Movement controls can only be used once.

Goal

The goal of each level is to reach the flag without dying!

Sources

Scripts:
All of the scripts used in this project are entirly custom or scripts from tutorials.

AudioSettingsManager.cs - This script is used to set the volume initially when the game is started for the first time.

BounceAudio.cs - This script controls the audio for the bounce pad.

ButtonDelete.cs - This script controls the logic behind deleting the movement buttons after the player has clicked them.

Clouds.cs - Controls the movement of the clouds in the background.

CloudSpawner.cs - Controls the randomized creation, scale and speed of the clouds.

DeadlyObstacle.cs - Kills the player if they collide with a deadly obstacle.

DeathAudio.cs - Controls the death audio sound when the player dies.

DeathZone.cs - Reloads the level if the player goes out of bounds.

ExplosionOnDestroy.cs - This is another tutorial script that generates the explosion when an object is destroyed.

GameManager.cs - Delays reloading scenes upon death so that particles can finish.

GlobalVolume.cs - This script ensures that the volume is consistent globally - across all scenes.

IngameButton.cs - This script controls the logic of the button in level 7 which raises the platform allowing the player to complete the level.

LevelComplete.cs - Controls the logic of the goal and loading the end of level UI.

LevelIntro.cs - Controls the logic of the intro panel for each level.

LevelStart.cs - This script runs every time a level is started and sets the last level variable in the level tracker.

LevelTracker.cs - The level tracker script controls the logic behind the level system, where the player is at in the levels and loading next levels.

MoveBetweenTwoPointsCurve.cs - Another Tutorial script that controls the moving objects in level 4.

MusicManager.cs - This script controls which songs are played in which scenes, the menu song must play on all menu screens and the level song must play across all levels.

ParticlePrewarm.cs - This script prewarms the particle system on the background of each level so that they already exist upon scene switching.

PlayerMovement.cs - This script controls all of the logic behind the players movement as well as the audio components for the different movements.

SceneSwitcher.cs - This is another tutorial script that is used to load new scenes when buttons are pressed.

VolumeSettings.cs - This script controls the logic of the volume slider in the settings menu, it sets the volume to whatever the player puts it to on the slider.

WallCollisionStopper.cs - Stops the player when they hit a wall moving horizontally, AI was used to assist with this script.

Features Implemented

When “move right” icon clicked, the player avatar moves to the right (3 marks). The icon disappears and can’t be used again (1 mark).

When “move left” icon clicked, the player avatar moves to the left (1 mark). The icon disappears and can’t be used again (1 mark).

When “stop moving” icon clicked, the player avatar stops all horizontal movement (1 mark). The icon disappears and can’t be used again (1 mark).

When “jump” icon clicked, the player avatar jumps (1 mark). The avatar keeps all horizontal movement it had before jumping (1 mark). Jump should only happen if the avatar’s base is touching a platform (1 mark). The icon disappears and can’t be used again (1 mark). 

Avatar resets when offscreen (or is killed by an obstacle) (2 marks). Level actions reset (i.e. all powerups return and are functional) (2 marks).

When the avatar collides with portal (1 mark), show end-of-level UI (if implemented), wait for ~2 seconds (2 marks), then move to next level (1 mark).

Game is aesthetically pleasing, and levels play well.

Avatar has different appearance when not moving (1 mark), moving (1 mark), and jumping (1 mark).

Sound effects for moving, jumping, and stopping (1 mark); losing a life and collecting a life (1 mark); bouncing on a bouncy platform (0.5 marks); and reaching the goal portal (0.5 marks).

Music plays throughout whole game (1 mark). Music doesn't stop or restart when level is changed (1 mark). 

Title screen should allow starting the game (1 mark), optionally with three different difficulties (3 marks):

Lives remaining (if lives system implemented) (1 mark), level name (1 mark), restart level button that also costs one life (if lives system implemented) (2 marks).

Display a message for 2 seconds containing the level number and title, and a brief description of that level's mechanics (1 mark). Doesn’t show when level is restarted due to avatar resetting (or restart button pressed) (1 mark). Animated (1 mark).

Display a congratulations screen for 3 seconds after a level is completed
(1 mark). Shows statistics about how many attempts were needed to finish
the level, how long the final attempt took, and whether the bonus life was
collected (3 marks). Animated (1 mark).

Display a congratulations screen after Level 10 has been completed (1 mark). Show statistics for the following (1 mark):

Levels 1 - 7.

References

Song - https://assetstore.unity.com/packages/audio/music/free-casual-music-pack-242591

Level complete - https://assetstore.unity.com/packages/audio/music/free-casual-music-pack-242591

Death sound - https://assetstore.unity.com/packages/audio/sound-fx/bombs-and-explosions-220174

Jump pad sound - https://assetstore.unity.com/packages/audio/sound-fx/weapons/free-laser-weapons-...

All other sounds were recorded by myself

Published 9 days ago
StatusReleased
PlatformsHTML5
Authoraccountsbroke
Made withUnity

Leave a comment

Log in with itch.io to leave a comment.