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3.0 KiB

Due to file size reason, the solution might be uploaded on GitHub instead of Gitea!

General

If, at any point during the audit, coupled code is detected that could have been resolved using the Observer pattern (event dispatchers), the audit will stop, and the student will fail the project.
Is the game following a coherent theme ?

Main Menu

Is the main menu widget on a separate level/map from the main game map?
Does the main menu contain a Start game button?
Does the main menu contain an Exit game button?

Player Character

Does the player character have a skeletal mesh?
Can the player character move only along two axes: left-right and up-down?
Does the player character have a basic locomotion system with all the required animations?
Does the player character transition smoothly between walking and running animations based on their speed?

Collectible

Does the collectible Actor have a static mesh?
Does the collectible rotate around an axis?
Does the collectible have a box collider that acts as a trigger?
Is the collectible collected when the player enters its box trigger?
Does the collectible play a sound when collected?

HUD

Is the HUD updated each time a collectible is picked up?
Is the HUD also updated when picking a collectible that spawned from killing an enemy?

Enemy

Does the enemy character have a skeletal mesh?
Does the enemy character have at least a walking cycle?
Does the enemy character have a simple AI that patrols between two set points?
Does the enemy character kill the player on collision?
Is the enemy character killed if the player lands on top of it?
Does the enemy character play a sound when killed?
Does the enemy character create an instance of a Collectible at the place of death?

Game loop

Is there a spawn point where the player starts?
Does the player respawn at the spawn point when dead?
Is there an end point that defines the player’s goal to finish the level?
When the player reaches the end point, is a menu displayed with options to restart or quit the game?

Level design

Does the level design avoid being just a long, empty run to the finish point?
Does the level include mechanics chosen by the student? (e.g. moving platforms skill-based platforming)
Does the level provide a fun and challenging experience for the player?

Bonus

+Has a health system been added to both the player character and the enemy character using Components?
+Has a simple crouch been added to the player character's locomotion system?
+Have additional mechanics been implemented to fit the overall game design?
+Has a simple Game Design Document been created that describes the mechanics and outlines the plan for implementing them?