Space Platformer (A-Level) - Project Breakdown

Tags: C#, Unity, Demo, Finished

A one level 2D platformer game, developed for my A-Level Computer Science project. This was developed over 1 and a half years in lesson and at home, and has an incredibly thorough development report (136 pages) which I will attempt to summarise here.

[Figure 1 - Main menu design vs reality]

The game is overall underwhelming visually as all of the sprites were either from a free asset pack or were made by my using Microsoft Paint. The look of the project didn't have any impact on the grade so I did not prioritise this. This allowed me to implement all the planned features to some degree.

[Figure 2 - Level select screens design vs reality]

These features included: WASD movement; New Super Mario Bros. style pick ups from [?] boxes in the level; the ability to store pick ups if a power-up was already in use; small collectibles in the levels; 3 large, special collectibles throughout the level which were used to determine how successful the player was; checkpoints for respawning part way through the level * ; full menus for level complete/game over and room for expansion. The 3 powerups that were in the game were speed increase, jump height increase and an extra life (of which the player started with 3).

[Figure 3 - Full demo map]

* This was the only feature that was dubious as I could not test it thoroughly. It had a very small hitbox which made actually activating it inconsistent, but I did not have time to fix this before submission