Guncaster

Devlog

Game Description:

Guncaster is a boomer shooter FPS following a powerful wizard who is out of spells but ain’t out of shells. Travel through endless dungeon realms with the goal to tear through enemies and gain new powerful spells.

My Contribution:

Beginning in the Spring semester, I developed the initial iterations of the player controller and module snapping, which served as the foundation for what we wanted the current game. As the project manager in during our Agile class, I contributed to the development of the player controller, integrating it into Unity’s input system. This semester, my focus has shifted to designing and refining a tutorial level, designing enemies concepts, and managing documentation. Throughout the project, I have also been responsible for overseeing the game's publication on Steam, ensuring it goes through the necessary approval processes for its planned late-April launch.


Guncaster Development History:

Guncaster’s development starts as a Spring semester project where we came up with the idea of a wizard with a gun going through dungeons and trying to reclaim his tower. The game started as a whimsical roguelite where the player upgrades their abilities in a mini-mall they’ve turned into their base and find a way back to their wizard tower. We developed the game with using module snapping and quick movements that gave power to the player by allowing them to move fast and have multiple forms of movement. After the Spring semester we decided to continue the development of Guncaster in the future semester.


Concept Art by Kay Blake

When we entered into our Agile class we took a more focused approach and started with focusing on systems to develop the game then focus on the design aspect during the Capstone semester. Our team took inspiration from the last semester for a lot of the systems we used continuing with the module snapping, but a lot of systems were upgraded and improved upon. Our spell system was made to be user friendly for designers with instead requiring coding for every spell now designers could use a node system to create abilities that could be utilized for both the player and AI. The game during this phase took a huge change in development switching the pritory of spell and gun use now having spells being your more used weapons and guns becoming a ultimate ability.


Credits:

Xander Hacking - Level Design, Agile Project Manager,

https://www.xanderjhacking.com/

Kay Blake - Capstone Project Manager, Spell System, Level Design

https://andromedasnow.itch.io/

Lauren - Module Snapping, Octree, Level Design

https://laurenmsterling.wixsite.com/lms7

Sean - Player Controller, AI, Level Design Lead

https://seanismert.itch.io/

Brian - Story, first AI iterations

(LINK TO PORTFOLIO)

Tatiana Kateri Smith - Music

https://sites.google.com/view/tatiana-kateri-smith/home

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