I'm testing this, but I think I should make it so it triggers his hunt mode instead of keeping him on Idle mode, or atleast make it so if it happens twice he enters hunt mode

Next up
Early render of the basement present on the page (Note: It was changed to David looking at a door because it was way too similar to one of ITM's renders.)
Erm I managed to fix William's AI by simply putting a randomize Idle on the event graph even though I didn't need to before???
I'm really confused about ts
Edit: Managed to also fix ts by putting the Randomize Idle node before the idle ambiance cue
William can now jump through obstacles to get to you
Edit: Added the image I said I was gonna add
Petlya
(Readded the lock holder in Pre-Alpha's files)
Hey guys, currently the development is going smoothly. I'm even working on another fangame behind the scenes!
I'm posting this small gameplay footage of act 1 so you guys can give me some feedback and ideas on what I can improve.
The AI Prediction works :)
Just need to figure out the best lose duration for the neighbor since the AI can lose the player really quickly (Even when I put the player's sprint speed on 800 for this test)
Nail Puller recode going good :)
(Seriously though, the nailpuller is better than before and you can look around without the hammer following your camera)
Good gaem!!1 GAEM FOR LIEEF!1!11
Thiz gaem so god I ben pleying it 4 200000000000000000000 hors per dae!!!1!
It zo cool I been crine for hours Bcauz of thy storeh!1!
Edited some animations for the neighbor
Also, I remade the player's pants to resemble more the new neighbor model's pants











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