Game
Sins of the Past
8 years ago

Who needs sleep


The guard system is pretty much done, which leaves the rest of today to get player mechanics in place, and level design.

5d0ac013e75e3.png

How it basically works:
-Guards stick to their patrol path until they notice something
-Sensations pulse out on a timer (or event related) to all guards
-Guards have low and high priorities for sensations: if they’re on patrol they’ll investigate low priority sensations, but high priority sensations (ie a new noise close by) will override them.
-When they reach a sensation they start wandering near it randomly to check for things
-Once guards have checked a sensation out, it gets marked and will be ignored for awhile (possibly forever)
-Guards have attention spans, if they’ve been following the same sensation for awhile they might lose interest and try another one.
-Naturally spotting a player overrides all other behavior in order to chase and, eventually, attack them.

On the downside, guard path finding is a bit janky around corners due to godot’s pathing not handling tile based pathing correctly. There’s a possible workaround, but I don’t really have time to add it.

Aside: We tried 8 directional movement for the first time (way better for pixel movement and guard sight angles), and it’s pretty sweet.



0 comments

Loading...

Next up

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

Protege el conocimiento, salva la historia. Guardian of Lore es un platformer 2D en el que debes luchar para mantener viva la memoria de la mitología latinoamericana. El juego llegará a Steam el 18 de mayo: https://steam.pm/app/1211740 #ScreenshotSaturday

What you all think

Why walk when you can jump?

Alone Together....

I did this on my 3DS ^^ #Kirby

Coming Soon...

A 1h30 painting, coffee break.

My twitter: https://twitter.com/loupil100

New Teasers!

Snacktime