Step into the boots of Western archetype characters and challenge your friends in this local shooter. Play as many friends as you want, each connected controller adds a character to play.
This game was born with 2 major intentions. Firstly, to recapture the nostalgic feeling of split-screen play from my childhood while addressing a major frustration: the player limit. Secondly, to put my Gun Factory tool into practical use in game development, exploring its limits and identifying areas for improvement.
Design, program and draw the characters, their abilities and weapons
Implementing a multiplayer programming architecture
Design and program the interfaces and menus
Adapt and improve my Gun Factory tool
Search, edit and implement audios
Unity 2D
Visual Studio 2019
Shader Graph
Google Docs / Sheet
Aseprite
Audacity
GitKraken
This is the most significant challenge of this project. It impacted the design, the programming, and the interface.
• In Level Design, designing a level that could accommodate a variable amount of players was not easy. Drawing inspiration from Strike Force Heroes, a flash game with gameplay akin to Western Showdown, I conducted a comprehensive analysis of their level construction, then a plan of what could be mine. Following this, I devised a plan for my levels, creating a blockout to ensure optimal navigation and proportions before dressing it up.
• Handling a task of this magnitude in programming was a first for me. I started by studying the feasibility of connecting multiple controllers, leveraging Unity's 'new' input system as my entry point. Once established, I used identifiers assigned to each player and I built all my characters as scriptable objects to avoid unnecessary instantiations.
• The challenge in the UI domain centered around displaying the statistics of numerous players on the same screen without compromising readability. Drawing inspiration from classic card games where a lot of information is presented in a confined space, I derived my solution from this approach.
This project was for me the opportunity to produce the graphic assets. I had a taste when I made Gun Factory but here I had to push even further. However, here, I had to delve even deeper, experiencing the entire production pipeline, from design to integration and reworking when necessary.
I also used Shader Graphs and Particle Effects to create precise visual effects, such as a custom skybox and a laser, adding an extra layer of detail and customization to the overall visual experience.
My experience with Spooky Gunslinger helped me a lot to develop this game. It gave me some basics on how to create a multiplayer versus game and on how to create heroes.
Concerning the balancing, I was able to set it up quickly and know precisely the variables that would allow me to make it interesting. It is Spooky Gunslinger for the variables and Shut Town for the layout that allowed me this ease of execution.
Additionally, the operational approach of characters as scriptable objects was directly inspired by Gun Factory, where I had previously employed a very similar method for handling weapons.