
Next up
Implemented fully procedural walking animations for the Aranea Membri (looks a little wonky in certain spots, but they won't be running nearly as fast as I'm dragging it here so it'll look fine in-game)
Chapter 1 has been getting a bit of a makeover lately! Credit to @TheCrowinator and @Jack-n-Coke
for the remodel of the first floor
The AI in the next and probably final major patch for the demo/chapter 1 will feature A LOT of AI adjustments. Here's a peek at just one of the many new changes to the AI's behavior!
From the final update for chapter 1 (the demo) onwards, you will have a built-in flashlight at all times that you can turn on with the F key. However, it has a limited charge. Use batteries strewn around the map to recharge the flashlight.
1/2
Decided to see what random events would look/sound like in level 0. What do you guys think? (the event shown here are sounds of a room full of people coming from no where)
The Neighbor will be able to use the unused flour piles as a trap in the final update for chapter 1/the demo
WIP
Trophies are now implemented :)
Added proper window jumping and swearing when the Neighbor is in hunt mode
2/2
Decided to see what random events would look/sound like in level 0. What do you guys think? (the event shown here is one where the humming just stops altogether for a random period of time)
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