Guncaster

Devlog & Demo

Guncaster is the story of a wizard having to abandon his tower after being ambushed by monsters. Finding that after he escaped he ran out of mana, and now that the wizard is out of spells he is must be weak. Or is he? Though he is out of spells he ain’t out of shells. Now fighting back with an artillery of guns you must fight back against the monsters in this comedic fast paced first person dungeon shooter game.

Credits:

Xander Hacking: Character Controller, Weapon System, Procedural Generation, World Creation, Serialization, Audio System, Spell System, Shop

Kay Blake: World Creation, UI Artist, User Interface

Brian Tromba: AI, Collectibles

Sean Ismert: World Creation, Particle System, Animation

Guncaster was one of my favorite college projects, where I truly pushed my abilities and skill set. The team I worked with was highly driven and passionate, and together, we managed to create a remarkable project in just two months. My first major responsibility was designing a character controller that emphasized smooth, dynamic gameplay. We wanted players to feel powerful and agile as they moved through the map, so we took inspiration from Doom and Warframe, creating a system that encouraged constant motion and close-quarters combat. The controller we developed included dashing, sliding, and wall-running mechanics, giving players the freedom to move fluidly and reach enemies without restriction.

In addition to the character controller, I was in charge of the world generation. To ensure diverse gameplay and randomized maps, I used module snapping for procedural generation. This approach allowed designers to create flexible, modular environments where decor and furniture could easily be integrated into different rooms. My final major role was designing the gun and spell systems. We built the gun system using scriptable objects to store weapon stats and firing mechanics, enabling flexibility for both player and enemy weapons. The spell system, while somewhat less flexible, was similarly designed to allow for a range of abilities and effects, adding depth and variety to combat.

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The Man In The Window Demo