[DEV] production dev update #3
[Mechanics]
Updated controls
Implemented rotating one or two sided door for the jail
The player now gets teleported to the jail target point when caught, player 2 has to go break him out. For this I started on a rotating door blueprint, made the door able to rotate through from hitbox. I also implemented the one or two sided door option. Had an issue with it as the second hitbox you walked through to get through the door registered on begin overlap before the end overlap of the first box registered. Making the player unable to open/close the door as the game thought you were not in one of the hitboxes. Fixed it by having either one hitbox max per time by destroying the other hitboxes. Either one big hitbox, one medium in front or one medium behind the door.
Improved the keycard unlockable door blueprint
The player can now unlock the door using the keycard with the use key (right trigger), as well as opening and closing the door with that same use key. However the door timeline animation doesn't want to reverse for some reason. Tried debugging the problem, but the code in place seems to be correctly implemented. Checked it through lots of text prints and came to the conclusion that the timeline code only adds to the location so the door keeps on opening further and further. Since the timeline animation added to current open position, the location now gets reduced from current door position to slide the door closed.
Improved on the guard AI as it was snapping
Debugged guard AI movement for a few hours, until realizing the AI move to function was causing the confusion. The AI would return to the previous path location, but got confused when it arrived. The AI movement had to be cleared and returned almost exactly on the path location before it can continue guarding on the spline path. It could still be improved further, still some small glitches.
Cleaned up player blueprint
Cleaning up the spaghetti code, deleting unused code and making the idle time unique per idlebox blueprint for more control over where the guards take a small or longer break. For example they could wait a bit longer at the water dispenser as to imply them taking a drink.
Cleaned up stealing from guards
Cleaning up the spaghetti code again and tweaking/testing the distance and feel of stealing. This made me decide on changing to the hitbox method as by testing the stealing mechanic a lot I realized that aiming in this camera angle with this movement is very awkward. We will be changing away from the box raycast and use hitboxes in stead.
Get [Group 12] Sneakers
[Group 12] Sneakers
Co-op stealth heist game
More posts
- [ART] Final devlogJun 05, 2018
- [DEV] final devlogJun 04, 2018
- [Art] Polish art update week 12May 16, 2018
- [ART]Production art update week 11May 09, 2018
- [DEV] production dev update #5May 09, 2018
- [ART]Production art update week 9Apr 25, 2018
- [DEV] production dev update #4Apr 25, 2018
- [ART]Production dev update #2Mar 28, 2018
- [DEV] production dev update #2Mar 28, 2018