First of all, I am an idiot. In the last build, I was supposed to include two extra levels - but the automated build mechanism I created was hard-coded to only allow six. This meant that the extra two levels didn’t make it in. m-/
Apart from that and some extra props, here’s the list of changes.
Bug fixes
I converted the colliders for line-of-sight checks to use Capsule Colliders instead of Mesh Colliders. The Museum level had almost 30 MeshColliders for this, which really screwed up performance. The other levels were okay, but Capsules covered roughly the same area as the extruded box I was using.
I also fixed a long-standing bug in the line-of-sight code that caused the spammers to spot the player as soon as they came within 5 metres - regardless of how bright the player’s surroundings are.
I removed the directional light from the Museum level. The component I was using to calculate its effect on NPCs and the player was ignoring the colliders on the upper levels of the museum, which resulted in the player being “in the moonlight” while indoors. There’s only one part that’s outdoors in that level, and there’s other lights there anyway, so I didn’t even need it!
New mechanics
As if I didn’t have scope creep already, I went and added more:
Bushes. Yes, you can hide in bushes now. They rustle if you move into them too quickly, so no running and diving into them!
Light switches. I should really have added this sooner, but I didn’t think of it until I started testing it earlier. It meant changing the lighting from baked to real-time, but that does mean I can get shadows from NPCs, so it’s good.
Firewall controls now include a sound effect and light to make it clearer that they’ve been used.
Known issues
The SQLer doesn’t quite aim where the player’s looking. I am considering adding a secondary fire mechanism that would allow the player to aim down the sights.
Occlusion culling might be inaccurate in one or two levels. This results in buildings “disappearing” while you’re looking at them.
The museum map doesn’t include the new garden on the upper floor.
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