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Repeater Roulette

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This is a third-year student game currently being developed by Average Soup at Falmouth University.

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Repeater Roulette is a First-Person Roguelike Shooter set in an alternate dystopian timeline. Within a seemingly abandoned 1920s casino owned by an eccentric scientist, the player must fight their way through various floors of the Scientist’s casino using their newly acquired weapon; their arm which has been gruesomely turned into a gun. No playthrough will be the same with procedurally generated rooms and randomised deals where the player can gamble to upgrade. Players will be able to create outlandish combinations, stacking various upgrades to create a unique weapon and experience.

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limb dismemberment system:

The limb dismemberment is a core mechanic in the game and brings the perfect gore style we were aiming for throughout development. With the limb mechanic, I created functions to give the enemies bleed when shooting off limbs as well as child limbs to be taken off as well e.g if the player shoots the upper leg of the lower leg will be shot off too. The function "ApplyDismebermentDamage" applies a bleed damage over time in ticks using a coroutine.

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Here is an example of one of the enemy type's limbs that have been cut up and ready to be spawned in the engine after a limb is dismembered:

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enemy ai:

The enemy AI system is built using Behaviour Trees to allow modular and scalable behaviour across different enemy types. Behaviour Trees were chosen over traditional finite-state machines to avoid complex state transitions as the number of behaviours increased.

Enemy configuration data is stored using ScriptableObjects, allowing designers to easily adjust combat stats, movement speeds, and behaviour parameters for different enemy types.

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My Role – AI & Gameplay Programmer

This project was developed by a small team formed during my final year at university. I contributed primarily as the AI and gameplay programmer, while also coordinating development and project organisation.

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I implemented several core gameplay systems, including enemy AI behaviour, player movement mechanics, and combat features.

• Enemy AI behaviour
• Player movement system (walk, sprint, vault, slide)
• Limb dismemberment system
• Object pooling
• Gameplay interaction systems


Additional Responsibilities:

  • Team coordination and development planning

  • LinkedIn

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