There’s new gameplay in town! Stealth! With that being said, it’s implemented in a way that uses a visibility meter. Below shows how your visibility changes based upon an lit area vs. darkness and whether or not an object is obstructing the NPCs view of you or if you’re quite frankly just hiding behind something. […]
We are lucky and so grateful to our coders of this game! With their vast insights this tutorial was formed to help the non-coders with being able to manually put the NPCs in their environment wherever may they please!
We created patrols that will follow different patterns of movement. The patrols have behaviors that enable them to detect and follow a player if the character is visible enough.
We wanted to integrate Stealth aspects to enhance the sneaky aspect of detective work. We encourage players to try to sneak past guards and patrols in order to gain access to more clues or “restricted” areas. We created a mechanic that registers how visible a character is depending on where it is located inside a […]
Systems Design: Environments integrated as a whole for a seamless experience between the different environments in the city block. The different environments in the city block were connected along the main street. Having everything set up connected would help the environment artists get an idea of what they had modeled so far looks/works correctly. The […]
We now are able to play the game from start to finish, with placeholder environments and textures. No checkerboard 🙂 All the dialogue and internal dialogue for the crime scene alley way has been completed. UI assets have started to get implemented by
Systems Design: Initial systems designs for Detective Mode toggle, setup, and functions. Includes toggling, post-process effects switch, object-of-interest highlight on-hover, clue/object inspection, and clue/note saving to notepad functionality.
Systems Design: Initial systems designs for combat setup and functions. Includes camera angle switch, player/enemy positions, and attack functionality.