[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
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
- [ART]Production art update week 9Apr 25, 2018
- [DEV] production dev update #4Apr 25, 2018
- [DEV] production dev update #3Apr 18, 2018
- [ART]Production dev update #2Mar 28, 2018
- [DEV] production dev update #2Mar 28, 2018