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gdlbreakout's Issues

Disallow going past last scene in GameManager.NextScene

As of right now, once you get past level five, you'll get a null reference error because there is no level six. Allow specification of number of levels, or (bonus points) dynamically calculate the number of levels in the Scenes folder

More balls!

  • Give the player three balls for each stage. Once the player runs out of balls, game over!
  • Visualize how many balls are left by adding a 'gutter' in the bottom left, populated by how many balls you have left
    • Think of it like the amount of balls left in a pinball machine, or the amount of balls pocketed in billiards

Shattering Bricks

  • When a brick breaks, remove the original brick, and spawn fragments of the brick to create a shatter effect

Bonus Points

  • Shatter the brick depending on where the ball hits the brick. This will need a degree of procedural generation

Game Over

  • When the player misses the ball (allowing it to hit the bottom of the screen), reset the scene
  • When all of the bricks are gone, reset the scene

Final Changes

  • Replace textures on paddle and ball
  • Change spark emitter to be a bit better
  • Fix bug where you can slam the ball out of the scene
  • Remove level one, and then change level 2 to level 1, etc.
    • Make level six more interesting, health in the center should me more than the outside
    • Make sure leveltext correlates properly with the level
  • Add more lives

Initial Ball Behavior

  • Use physics materials for the bouncing effect
  • Start the ball in the center of the scene
    • Aim the ball towards the -Y axis at the start of the game, with a random 45 degree deviation in either direction -postponed to later stage
  • Make the ball have a constant velocity
  • Constrain the ball to the scene bounds, allowing it to bounce off the 'edges' of the screen

Powerups!

  • Add an easy framework for spawning powerups when bricks are destroyed
    • when a brick is destroyed, allow a random powerup to be spawned based on the list of powerups available
  • When the powerup spawns, have it fall down towards the bottom of the screen.
  • If the paddle touches the powerup, power up!

Initial Paddle Behavior

  • Use A and D to move the paddle left and right, respectively
    • Keep paddle within the bounds of the scene
  • When holding A && D, do nothing

Bricks have health!

  • Add health functionality to bricks, so that it takes a certain amount of hits to remove the brick
  • Allow to change individual brick's health in the inspector for level creation purposes

Sounds!

Find and add sounds for the following actions:

  • Ball bouncing off paddle
  • Brick hit
  • Wall hit
  • Background music

Changing Bricks!

Allow the brick to change textures depending on the health of the brick on ball-impact

Impact!

  • When the ball impacts anything other than a wall, shake the screen!
  • Add a variable in the inspector to allow an easy way to modify the amount of screen-shake

Trigger start by spacebar

  • Before the game "starts", allow the player to move the paddle left or right
  • When the player wants to start the game, allow the player to press Spacebar to trigger it

Moar Levels!

Add more levels!

  • When all of the bricks are broken, progress to the next stage
    • May be a good idea to name the levels by stage, ex: Level1.unity, Level2.unity, etc. That way we can load the next level by incrementing an integer, and also swap out levels by simply renaming them.

Add a multi-ball powerup

  • When the paddle touches the multi-ball powerup, have the available balls split into two
    • When the balls split, have them move 45 degrees away from eachother, based on the original velocity.

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