A mobile singleplayer third person dungeon crawling looter shooter slasher taking place in a hyper corporatized, cyber-enhanced world. Development started in June of 2021 with post-launch development ending in Spring 2023. Assets for art and sound are outsourced or were created by contracted workers.
A public alpha released on itch.io here for Android devices on January 10, 2022 with a full release on the Google Play Store in April 2022 and Apple App Store in May 2022.
is done in Unity, so C# is the language being used. The moment-to-moment gameplay is largely split into two parts, exploration and combat. Exploration features a dynamic floating virtual joystick to control the player with swipes on separate parts of the screen moving the camera.
On tapping an enemy, the game splits into a combat mode with restricted movement and a locked camera, presented in the image to the right, using a tap input to shoot and lock onto enemies, while swiping in different directions to perform "elemental" damage strikes.
Combat mode uses a dynamic dodge system, which limits player ability to dodge based on the space they have around them. This system was done using a series of raycasts out of the player that trigger on position changes, where accessibility of locations at relative angles will dynamically enable/disable the input buttons.
Gun Kata was designed from the ground up to be fully playable in both portrait and landscape modes, with menus, controls and UI positions freely switching as needed.
This functions with each UI object having two variants, one for landscape and one for portrait, where any orientstion switch event will trigger both objects to be updated to a state. The switch is managed through a CanvasOrientationManager that triggers the event on aspect ratio change.
February 2021 July 2020
Designed initially as a horde mode stationary defense style of game, Gun Kata evolved into a looter shooter slasher where players walk through an endless dungeon to collect resources to craft weapons or upgrade their skills.
As a result of starting from a stationary horde mode the game is distinctly split into an exploration mode and a combat mode. Exploration mode allows players to freely move, rotate the camera and tap on objects to activate them. Combat mode locks the camera onto a target and faces them, disabling the ability to move, enabling input for attacks and using raycasts to determine if dodges are possible around the locked onto enemy.
A touch to go movement method was initially implemented and launched with the game, where raycasts were used from the touch point to select a point for the player's character to walk to, or quickly roll with a double tap. While this method was recieved positively on social media for its more cinematic appeal, players revealed that the game didn't feel active enough when outside of combat. Once joystick movement had been prototyped, it was nearly impossible for playtesters to go back to the old system.
Get in contact via: