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Screenshot of the second level of Launch-A-Sloth, showing Thud in a cannon while the player is aiming the cannon towards the leaf collectable.

Screenshot of Launch-A-Sloth.

Launch-A-Sloth

Overview

School project (TTOW0221 Game Development Project)
Group work (5 developers)
Game Design, Game Development, Programming
Unity
2021

Play Launch-A-Sloth (WebGL)*

*Dynamic music switch feature of the game isn't available in the WebGL build. The reason for this is that Unity's audio system is more limited on the WebGL platform than other supported platforms. More information: Unity Manual: Using Audio in WebGL.

Launch-A-Sloth is a game made for the TTOW0221 Game Development Project course of JAMK's Game Development Module. It is a 2D physics puzzle game where the player has to use a cannon to launch a sloth called Thud upwards so he can eventually reach his home at the top of the mountain, from where he fell. The game has 11 levels.

Game mechanics

The player has to bounce Thud around the walls of the levels in order to reach the level goal. There's only a limited amount of bounces available for each level, and if Thud doesn't reach the goal before running out of bounces, the player will have to try again with a different launch configuration.

In each level, there's 2 objects the player can collect. The star is the level goal, which the player has to reach in order to progress to the next level. The leaf is an optional challenge item the player can collect to get a better rating on the level.

When the player reaches the goal they will be given a 1-3 star rating based on the following factors:

Advanced features

The game features a dynamic music switch feature which speeds up the background music when the player launches Thud from the cannon. I programmed the feature. The way it works is that there's two versions of each background song: normal and double tempo and the code changes the song on the fly. For making the switch as smooth as possible, there was some mathematics involved, the other song had to be "wound up" to the position corresponding to the song currently playing.

In addition to this tempo switch the theme song also switches between different themes based on seasons in different levels. Some of these song variants have different tempos in relation to each other and as the change in tempo is not as simple as in the speed-up / slow-down transition where the relation was 1:2, some more mathematics had to be used to calculate the correct wind-up factor. I ended up programming a conversion matrix that is initialized with the ratios of the diffferent values of tempos of each version of each song in relation to the other songs. The wind-up factor between two songs can then be read from the matrix by using the current song id and the new song id.

My role in the project

My roles in the game development project were game designer, game developer and programmer. I designed the original game idea as the main practical work of the individual work course TTOW0211 Basics of Game Design which was a part of the game development module. My idea was selected from a group of circa 15 game ideas of which three were picked to be worked on in groups of five consisting of the students of the game project course. During the project I was actively taking part in the designing of the game.

I was involved in building the game in the Unity game engine in the role of a game developer and programmer. In addition to the dynamic music feature I took it upon myself to take control of the organization of the Unity project. I made game objects into reusable prefabs and built a template scene to base new levels on. I also programmed the stepping in the angle and power adjustment. I wrote a script that visualizes the level specific minimum and maximum angle settings as well as the stepping and starting angle. These tools made it easier to adjust the settings without testing them in-game.

Unfortunately, for some of the levels the level specific angle and power stepping settings were left without the required fine tuning in the rush of the finishing stages of the project. This makes the play experience of those levels a little frustrating as the player may not be able to select an angle or power they would want to use.

A screenshot of the main menu showing icon buttons for actions 'play', 'settings', 'info' and 'quit'. A screenshot of the level select screen, showing signs for all 11 levels each with 1-3 stars below them and a small number beside them that tells the lowest bounce count the player has beaten that level with. A screenshot of level 2 showing Thud, the cannon, the leaf collectable, level goal star and a visualization of the launch trajectory the current angle and power would result in. A screenshot of level 2 showing Thud flying in the air after the player launched the cannon with the settings seen in the previous screenshot. A screenshot showing the victory screen of the game after the player beat level 2 by launching the cannon with the settings seen two screenshots prior. A screenshot of level 5, featuring a fall themed background. A screenshot of level 9, featuring a winter themed background.