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Break - In Heist Multiplayer Game Blog (Week 5)

Heya , This week i will be completing the Insider and the Hackers player Tasks as well as Guard AI Patrol feature 

1. Introduction to the Game Implementation Progress 

this fortnight focused on finalizing two core player roles: Hacker and Insider, and establishing foundational AI Guard Patrol Systems. The game remains a stealth-based, cooperative multiplayer heist where each role has unique gameplay mechanics:

 2. Related Games Implementation Features and Practices 

 "Payday 2" inspired the class-based heist system — each role contributes uniquely to the mission (e.g., Hacker like the “Mastermind” supporting remotely). 

“Among Us” influenced the typing mini-game mechanics and abstract UI-based player design

. NavMesh-based patrols and detection logic are standard practices seen in games like Assassins creeds where guard either remains stationary at one point or patrols

3. Analysis of the Implementation (Week 5 Check-in) 

 What’s Working Well: 

 Role specialization encourages teamwork and replayability. The wall transparency mechanic for “Eagle Vision” is cleanly implemented using material switching with tags. The typing mini-game is intuitive and will benefit from further UX polish. Insider and Hacker interdependence enhances tension during missions. What Needs Work: Detection system is currently harsh — instant game over might frustrate players without a warning or suspicion build-up. UI needs visual polish and better feedback on typing performance. Currently single-player — networking the logic will require syncing all events and enemy states. 

 4. Results and Feedback Expected Outcomes vs Implementation: 

 Core roles and tasks are implemented and behave as designed in offline testing. The detection system works but may require more flexibility based on early playtest feedback. Team feedback praised the role uniqueness but recommended adding more “clue-based” cues before detection triggers.

 Completed Tasks:

 Hacker (UI-Only Player)

  • Abilities:
    • Eagle Vision: Temporarily allows all teammates to see enemies through walls for up to 10 seconds. I changed the mesh of the wall of all the walls to semi transparent material and switched the meshes when the player presses H , it affects all those objects who have the Game Tag of "Wall" therefore a foreach loop is used here.
    • Enemy Detection Pulse: Highlights all guards' locations on the hacker's UI map for upto 7 seconds and can be used only upto a certain limit (which is yet undecided) and then turns off. (Note this is a free Unity asset that we found on Unity asset store).

  • Important Note: The Hacker does not have a physical in-world character; they operate exclusively through a UI interface, supporting teammates remotely. Currently all the logic is made exclusively for offline game only my other team member will use my game logic and will convert it to online multiplayer game via Photon. I am building the prototype while my teammate will complete the game and finish networking and syncing. 

  • Tasks:

    • Syncs with the Insider’s pendrive action (see Insider section below) to complete digital money theft through a fast typing mini-game:
      • Correct Typing: Transfers money successfully.
      • Incorrect Typing: Increases the Alert Bar.
      • Success: Hacker UI closes, Insider can move again.
      • Failure: Alert UI appears; Insider risks getting caught.

 Insider

  • Abilities:
    • Camouflage: Temporarily blend in with environment/NPCs to avoid detection.
    • Guard Distraction: Draws guard attention to specific points, creating opportunities for teammates.
  • Tasks:
    1. Security Card Heist: Steal a security keycard from a guarded security room to access the server room.
    2. Pendrive Insertion for Hacker Access: Insert a pendrive into a terminal, allowing the Hacker to remotely hack and steal digital money.
      • During hacking, the Insider remains frozen (cannot move) until hacking succeeds or fails.

 AI Guard Patrol System

  • Waypoint Patrol: Guards move along predefined patrol paths. Acheived this by using NavMesh and setting the Waypoints along which  the guards will patrol
  • Waypoints List
    A list of empty gameobjects along which the AI Guard will patrol
  • Detection : Guards react if a player is spotted, triggering gun aim animation and then the caught UI appears since it is a stealth heist and to make the game more challenging we decided to implement game over not a suspicion bar as soon as the player walks in the sight or range of enemy he is caught and its game over for all.

Lose Condition

  • If you are within a certain range to the guards you will get caught.
  • if the Hacker is unable to type within the given time limit and the alert bar becomes red.

 Next Steps (Final Devlog Preview):

  • Leader's Task:
    • Assign safe movement routes for teammates, create extraction plans, and command strategic plays mid-heist.
  • Lockpicker's Task:
    • Complete one Lockpicker task of throwing smoke grenade to disable laser system that allows breaking into secured rooms, safes, or doors without alerting guards.
  • Basic UI:
    • Will be adding Basic UI so the player knows what button to press at what Distance to make the game easy for the player so as to not let the player be overwhelmed by many buttons and having the player to remember them all.

 Notes:

  • AI tuning: Guard sight and hearing range will be balanced through further playtests.
  • Hacker UI polish: Plan to improve visibility and UX for fast typing mini-game.
  • Full game loop testing: Planned after completing Leader and Lockpicker development.

Summary

This devlog wraps up the core functionality for the Hacker and Insider roles, blending stealth, support, and teamwork mechanics. Their synchronized gameplay adds a unique cooperative challenge where both players rely heavily on timing and precision. The next and final devlog will focus on wrapping up the Leader and Lockpicker roles, bringing the game to a feature-complete alpha version!

References

  1. https://assetstore.unity.com/packages/tools/gui/off-screen-target-indicator-7179... (Pixel Play)
  2. https://assetstore.unity.com/packages/tools/network/pun-2-free-119922
  3. https://assetstore.unity.com/packages/3d/characters/survival-stylized-characters...
  4. https://assetstore.unity.com/packages/3d/props/tdg-italian-ice-cart-257881
  5. https://assetstore.unity.com/packages/3d/environments/lowpoly-server-room-props-...
  6. https://www.mixamo.com/#/?page=1&query=rifle+walk
  7. https://www.mixamo.com/#/?page=1&query=rifle+aim
  8. https://www.mixamo.com/#/?page=1&query=pushing
  9. https://www.mixamo.com/#/?page=1&query=throwing
  10. https://assetstore.unity.com/packages/3d/props/retro-psx-horror-puzzle-item-pack...
  11. https://assetstore.unity.com/packages/3d/props/interior/bedroom-interior-low-pol...
  12. https://assetstore.unity.com/packages/3d/props/tools/detailed-ballpoint-pens-164...
  13. https://assetstore.unity.com/packages/3d/props/weapons/ss1-bandit-weaponspackage...

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