A Scone to a Bunfight is my most ambitious project to date and will be my main project focus until it's completion planned for late 2019. This project combines many concepts which I would like to take further in my University research project and my my career after my course concludes.

"Where everything in the modern world is governed by robots, who's going to be there to clean up when something goes wrong?

Take the role of and un-named Android Decommission Specialist in the not so distant dystopian future where your only goal is to decommission every last rogue android in an effort to curb their inevitable uprising."

The gameplay is a mix of rogue-like genres combined with an infinite runner-esque first person shooter game loop. The goal is to reach the end of each segment alive.

Main features include:

  • Entirely procedurally generated levels
  • Realtime bullet simulation with surface effects, bullet crumple mechanics, penetration, deviation and angle based ricochets. Different calibers of weapons will behave appropriately based of real-life counterparts and their defining features.
  • Intelligent procedural AI with navigation, decision making and the new procedural cover system. AI will now find objects in the room which they deem safe which they will then go and hide behind between shooting.
  • Selection of weapons, each performing differently, each still viable.
  • Time manipulation with the mouse wheel

Planned Features:

  • Ever learning AI. Damage dealt/damage taken deltas across all players will be stored which will then dynamically change the types of enemies that will spawn over time. This ensures and ever changing META and will keep player's changing their approach to gunfights. (e.g. If enough player's keep using hollow-point rounds, enemies will eventually bring trauma plates which are resistant to that kind of ammunition.)
  • Multiple biomes (desert, space, rooftops)
  • More weapons and the ability to customize them
  • Skill trees
  • Multiple enemy types including end of stage boss battles
  • Procedural AI component destruction (e.g. limbs etc...)
  • Psudeo-ragdoll effects (think euphoria-esque?)

Tools used:

  • Unity Engine
  • C#
  • Blender
  • Substance Painter

Check out my subreddit for more info on A Scone To A Bunfight

  • Github
  • Email
  • Reddit

A Scone To A Bunfight

Honeybadger .300 BLK

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

Room Generation

A Scone To A Bunfight

WIP Desert Eagle .50/.44