Backend

Overview

A game as mechanically intricate and reactive as Guncaster relies on well-designed backend systems to function smoothly. Systems that orchestrated gameplay states, saved and loaded player data, managed in-game interactions, and more. They compose the backbone of the project, and while sometimes invisible to the player work to make the game what it is. Many of these systems were designed from the ground up to be efficient, extensible, and highly modular. Their integration ensured the game remained performant and reactive, empowering the rest of the design to enhance player experience.

Contributed Breakdowns

Guncaster Homepage
Level Design
Movement System
Audio System
AI Programming

BACKEND

Development History
Gameplay Showcase
Project Pipeline

Systems

These are Gameplay systems that make the core gameplay functional:

Additional Details

Beyond the backend scripts that made the game possible I included plenty of editor scripting. This ensured that our designers using the systems would have a good understanding of what exposed values did, how to set values correctly, and what systems the values would be affecting.

I did all those by heavily utilizing v0lt13’s Editor Attributes package. It’s a wonderful tool that allowed me to quickly whip up custom looking scripts without creating additional file bloat

V0lt13’s Editor Attributes

Asset Store

Repo