[DEV] production dev update #5


[MECHANICS]

Outrunning guards

The guard AI runs to the location of the player when spotted in the vision cone. When it arrives at the location without the player being in the reach, it will continue on its spline path. However, when the player is in range of the guard, he will be teleported to the jail.

Stealing from guards

Completely removed raycasting out of the mechanics, now working with range spheres and checking if you're close enough to do actions through on begin overlap. This lowered the difficulty a bunch as the aiming in top down is quite difficult

Jail door

Added small feature that the jaildoor will close after being open for 2 seconds. This prevents putting the door open for the rest of the game when passing by to outwit the game over.

Pick up artifact

Did a nice workaround for the object not being a physics object, meaning you can't use grab component. Adding a custom mesh to the player blueprint, making it invisible and toggling the visibility to mimic taking the object. It also comes with a nice appearing effect

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