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Devlog 40: Interviewing

Most of the week was spent refining the guard AI and adding additional sounds for a lot of different objects in the world. There was also a lot of UI work done, including rearranging certain elements and making them more understandable or easier to see.

Here’s a quick rundown:

  • Modified guard AI
    • Guards now reliably avoid each other
    • Guards now move in a more predictable pattern to make it easier for the player to avoid them, fixing frustrating scenarios where guards would instantly turn around or rotate the “wrong” direction
    • Guards alert other guards when they spot the player
    • Guards stop pursuing the player after they lose track, but are then in an “alert” state where they move faster and are more cautious
    • If on alert, guards will occasionally look behind them when patrolling
    • Guards can investigate suspicious noises
  • UI changes
    • Sound meter now looks much better and conveys how much noise the player is making
    • Slight changes to light meter
  • Player footstep noises now sync with their sprite frames
  • Changed guard hiring process
    • Replaced previous experience with interview notes, which conveys a better idea of how much the guard cares about the job
  • Added various sounds for gunshots, reloading, world ambience, UI, and many others

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