ColourVision is a vertical slice for a 2D isometric dungeon crawler where a lizard wizard has stolen all the colour from the world leaving it in greyscale.
The player's goal is to bring back the colour to the world by defeating the lizard wizards minions, and eventually the wizard himself.
As Lead Programmer, I was in charge of most game programming using Unity and C# to implement our intended mechanics and gameplay.
I also worked on some level design, primarily in engine to adjust for limitations and our gameplay.
I first worked on the player movement. The movement is similar to most 2D games, however, was adjusted to work with the isometric viewpoint.
I also added a dash action which lets the player dodge attacks and add more skill expression to the game. This has a cooldown to avoid abusing the mechanic.
Players main attack uses a baseball bat. This works by checking an area around the player and applying damage whenever the bat is swung.
There are three enemy types in ColourVision. Melee, Ranged, and Flying. The melee enemy patrols between points and will attack the player if they get close.
The ranged enemy does not move, and will shoot at the player if they get in range.
Finally, the flying enemy starts inactive, but will chase after the player if they get close enough to trigger the enemy.
Despite being a vertical slice, we decided to create the final boss fight to show the full intended gameplay loop. This boss has three different attack stages which it will switch between randomly.
The first is a shockwave attack, where the boss slams the ground firing many projectiles in a circle.
Then there is a ranged attack, similar to the ranged enemy, however the player can use their baseball bat to deflect these at the boss to deal damage.
Finally, there is a pigment stage where the boss disappears, spawning a wave of enemies for the player to fight instead.