Gunboi
Gunboi is a 2d rougelike action platformer with the recoil of your gun serving as your only means of movement.
Key features:
- Fast-paced combat
Master combat mechanics and use the environment to your advantage
- Recoil movement
Use the recoil of your gun to traverse the world
- Procedurally generated world
A new world to explore on each playthrough
- Crafting system
Collect ingredients and experiment with different combinations to craft a variety of potions
- Upgrades
8 permanent upgrades scattered around the game which will help you battle your foes
Engine: Unity
Development time: 5 days
Team size: 3
Platform: PC
Level Design
Combat / Enemy Design
Art
As a lead level designer I have created approximately 90% of the game's world. The process included blockmeshing and decorating the world.
Together with the rest of the design team, I have co-created and iterated on the design of the core gameplay loop and various lesser mechanics.
I have co-created the visual design of the game, creating both environmental and character asets.
GAME PILLARS
Exploration
Traversal
Combat
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Procedurally generated world
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Nonlinear
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Risk vs reward
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Unique movement mechanic
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Tight spaces, forcing the player into difficult situations
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Easy to learn, difficult to master
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Encourages exploration
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Semi-random enemy set generation
CORE LOOP
Explore the environment
Find upgrades & power-ups
Fight enemies
DESIGNING LEVEL SEGMENTS
The game procedurally generates it's world from 28 premade level segments, 22 of which were designed by me. They would be divided into 3 main categories: Combat Room, Chest Room and Crafting Room. Each segment can contain 0-3 enemies, which spawn randomly from a number of fixed spawn points.
ENEMY SPAWN POINTS
VALVE PLATFORMS
I used one-way valve platforms to force the player into difficult situations and incentivize strategic movement.
Chest rooms were meant to connect in any direction and were given 4 doorways. Some doors would be automatically blocked depending on whether a connecting room was generated or not.
ENEMY DESIGN
All rooms had enemy sets assigned to them. These sets would determine which enemies could spawn in a room and what was the maximum amount per enemy type. This way we could tailor encounters towards specific rooms while maintaining random generation which the game is built upon.
Wizard (type: Ranged)
This enemy type does not possess the ability to jump and is always constrained to a single elevation. It shoots projectiles to attack.
Evil Eye (type: Homing)
This enemy posseses the ability to fly and always moves towards the player. This is meant to increase tension, as while at least one Evil Eye is present in the level, the player is not able to rest safely.
? (type: Near)
This enemy moves by jumping towards the player, and it utilizes it's body and whip to attack. It is designed to come off as aggressive and unpredictable.