Category Archives: Tech

Tech team; programming, systems design, tech work, etc…

Tech Update : Patrol Visibility and Patrol Paths

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. […]

Tech Update : Patrol Setup

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!

New Tech : Patrols

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.

New Tech : Stealth

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 […]

Tech Update : Seamless Levels

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 […]

Alpha Build

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

New Tech : Detective Mode

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.

New Tech : Combat

Systems Design: Initial systems designs for combat setup and functions. Includes camera angle switch, player/enemy positions, and attack functionality.