Game
Sins of the Past
7 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.



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