The first update
To make things a little more interesting, I thought for a start I’ll add a screenshot to every post. Also The post will have a set structure. Something like this:
- general news and changes
- things I’ve been working on
- ideas of gameplay
- rambling (optional)
So this was the news and changes section. Let’s move on to things I’ve been working on.
As the picture shows, I’ve been working on AI. AI agents now have the ability to register noise and visual contact with the player. This can be extended to other AI agents as well, so that they could hear and see each other as well.
I’ll have to think about if this is needed, or if they should keep track of each other in some other way. Agents performing actions when they see each other, when the player can not see them is a waste. Sight involves raytracing, and even though it doesn’t happen every frame, I don’t want to perform those if not necessary.
I’ve also done some basic patrolling behaviour. This has a number of options, so it can be used for different type of agents, like neutrals, guards, and something in between. Changing patrolling types and assigning points to visit can be easily done in the level editor. I use the A* pathfinding created by Aron Granberg and a behaviour tree implementation by Emil “Angry Ant” Johansen. Both seem to be very solid tools that could make work a lot easier.
On to the next section we go.
The game is going to be a top down stealth game at its core. This means avoiding security with the help of gadgets, planning, and using the environment.
This part should be extended by interacting with contractors, upgrading and buying new equipment, and some sort of reward for your efforts. This could be presented by giving the player a kind of safe house. From here they could negotiate with their contractors, and buy new equipment and upgrades “online”. The reward could come in various forms.
One possibility is a story element. The player could experience this by following the news and seeing the slight but noticeable changes they made in the world, or see how media presents their actions.
Another way to reward the player is to allow them to buy cool stuff for their safe house. This is probably a more shallow reward. But the combination of the two could be fun. At this point I almost wrote that it could serve as a motivation to keep playing. However I don’t think that is a goal. The goal of the game should be to provide an interesting and fun experience.
I still think I should keep my posts short, so I’ll wrap it up now. I promised to tell about how I selected the engine I use, but that will happen in the next post, I’ll tell you it’s Unity3d though. I realize I didn’t really share enough at this point to give you material to comment on, but I would really appreciate feedback on anything in the post. Do you like the idea of the core gameplay? What do you like about game AI, and what do you find annoying? Should I write longer posts, or should I try to make it even shorter?
Well, that’s all for now.