while you probably didn't know this since there was no indicator of it previously, loud noises when triggered used to have only one point for enemies to investigate - the player's position. this worked at the time but i figured it'd be worth fleshing it out a bit for future content, and lo and behold with the slew of new gimmicks coming in 1.2, this system needed an overhaul.
now, loud sounds have an x and y coordinate when triggered that can be set by whatever triggers the script. this means when an object or enemy triggers a loud sound, sound-sensitive enemies will investigate the spot they heard it instead of just gunning for you. also there's now a little visual indicator showing you where the sound originated - the spot where the enemies will be investigating.
while i'd like to say alot of this is just for ease of access for modders to make new content for me, i've ended up biting off more than i could chew. 1.2 is going to be BIG. like, doubling the size of the game big. there's not much else i'm willing to show (outside of my patreon supporters wink wink please join so i have a reason to use the patreon server) but where i'm at, the update's about 60% complete. expect it soon?
7 comments