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Note: this is not inside the game it self but a separate project that I’ll implemented later into the game as it’s very complicated to work on this inside the game directly.

This is the hardest thing I’ve ever build and I almost gave up on it. Took almost a week of not sleeping and working so hard to fix bugs, annoying codes getting into each other and simplifying everything as much as I can.

As you can see here in this update:-

1- Enemies now can see (like for real though!)

2- They can hear (It’s true yeah!)

3- They can alert others based on sound or sight.

4- Their attack now can make a sound echo which alert other enemies, so if an enemy is alerted it’s best to stay away from and hide or fight him in a place with no other enemies!

5- I can control now if an enemy jump or even control if I want them to fall of a ledge or not!

6- Enemies now re-spawn back to their original point if they can’t find you (giving you a second chance if you alert an enemy).

7- There are stationary enemies (guard a specific point) and others that moves based on a path (guard a specific area) and more will be created!

8- Enemies can’t see you behind a wall (BUT they can hear you if you alert a nearby enemy).

9- Stealth might be a separate style in the game to deal with a situation (NOT 100% CONFIRMED YET).

What’s next ?

1- simplifying the whole code structure of the game (which will take a lot of time yes!) there are a lot of stuff that needs cleaning and a lot of unused objects (I need to get as much performance as I can because Miko Mind Dreamer will most likely be a demanding game).

2- Implement the new mechanic from the video you see above into the game (It will be messy and also will take a lot of time!).

3- After that I need to make a full chart of types of enemies and different kinds of them and give each one a separate personality to them!

That’s all for now… more videos of this will be uploaded over the next weeks!
Let me know what you think, I’d love to hear your feedback :slight_smile:
Stay awesome everyone!