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The vials are kinda hard to spot, especially with the default settings I got handed (below). I wish the NPC's movement was behaving like a compass - if you pass a vial they stop and wait next to it for like 5 seconds before continuing after you. Simple to implement and would make the experience more enjoyable.

Here's what the settings looked like by default, way too much pitch black / shining white contrast.

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That is a good idea, but not practical to implement in the current form unfortunately, the NPC movement is controlled by a very rudimentary system that is provided in unreal engine, I'd need to build some more advanced AI logic for something like that. I did have a similar idea that I could add a pop up arrow to point the player towards the nearest agent if they had not found one for x amount of time but did not manage to make that work. Regarding the lighting I agree this corridor is a bit dark, I should probably increase the indirect lighting effects.