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Week #11: ⏳⏰⏳๐Ÿšง⚒๐Ÿ› ๐Ÿšง



This has been the last week of development before the MOJO event. As such, I've been working on building the levels and pretyfying the movement, the behaviors, and the overall game experience.

For the movement:

  • the guards now have an animation to sit down and stand up, instead of snapping into the standing up pose and never sitting again.
  • the player is teleported to inside the closet (in the Hide in Closet mechanic) because the animations from Mixamo - to open and close doors - didn't match our closet model, which has sliding doors instead of the needed (by the anims) rotating hinged doors. To make this look more normal, when the player interacts with the closet, the screen fades to black and "unfades" to the dedicated InCloset camera.

For the behavior:
  • when a guard sees the player being chased by another guard, it will immediately start chasing the player as well. This was done to have the appearence of smarter guards.

For the game experience:
  • there is now a loading screen displaying the awesome art (propaganda posters) made by our art team and random helpful tips such as short descriptions of the AI behavior or a phrase indicating what is the keyboard key / gamepad button for a certain action.
  • the HUD now has arrows pointing in the direction of detecting enemies (when these are off screen) to help the player to not be blinded sided.
  • the HUD now also has an indication of when the player is trespassing. We try to minimize the need for this with level design, implicitly showing what types of NPC / disguises can be in certain areas.

So this week was that and a whole lot of bug fixing and things you'll never notice, like good CG in movies or an Uber driver.

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