All of Collier's art was done in the 24 hour period, including 5 full backdrops, 80 frames of animation, and all of the hazards/platforms
In addition, Collier also features story cards that were also made within the timeframe that appear before their corresponding level
The Main Screen "Hub" has falling snow and a beautiful town with portals leading to 1 or 4 levels made for the demo
Level 2's Card: Collier must defeat enemies along his path to earn full marks
Map 2 with some of the hazards and enemies shown
Level 3's Card, a bit more of a challenge this time...
Lots of hazards in this one!
Every level has a custom backdrop, platform, walls, and ground associated with it
The last level, the Demon Realm, is quite the dozy. Even the devs have some trouble with this one, but it's still possible to beat!
After showing off previous projects on touchscreen, we loved to see people getting excited about touch-input controls and decided to pursue a mobile game! It ended up looking pretty awesome, and we're all excited to get a chance to share it!
What it does
Collier is a mobile game where players control a dog with a sword and dash between obstacles to hit enemies. Enemies are set up in patterns and pose threat to the player and their decided route.
How we built it
Collier was built exclusively in Unity 2D. We split up the work between Evans, Lyn, and myself as Backend, Frontend, and Art. We started with a technical spec and some mockups, and as the night went on we started pouring together all our work into the final project! Our first goal was to get gameplay up, as well as the base animations for the dog in, and then we spent most of the early morning hours getting the UI to work nicely.
Challenges we ran into
Despite all three of our members having UI experience, we all still found Unity's UI system to be less than ideal for our situation. We also encountered some issues with global/local particle effects. However, with some collaborative work and by trying every knob and dial til' we found what we were looking for, we were able to push through our challenges with relative ease.
Accomplishments that we're proud of
We set out to make a refined game, and we're rather proud of what we were able to make! Our assets were all made during the hackathon, and we thought they looked pretty cool! The gameplay itself also feels incredibly intuitive, sporting both some challenge for the user but also the simplicity of a mobile game.
What we learned
Most of our time was spent examining the UI system and Particle System in Unity. The Player class also included some interesting methods that raised its complexity but payed off in refined gameplay.
What's next for Collier
We hope to refine Collier for app release once we finetune some of the levels!