Week 12. New Maze. Enemy Movement. Sound.


Monster- Currently the Monster is a lovely red rectangle for our stand in prior to the model being added. He has set patrol points he follows and if/when he sees the player, he will chase them down. If the player manages to hide out of sight for a second, he will return to patrolling. At the moment he is slightly slower than the player but the movement it takes to check on him by glancing backwards often disorients and slows  down the player giving him an edge in a frantic chase. Had a few small hiccups with the nav mesh, for instance when the scene was duplicated for some reason the mesh on the top of the maze just floated off to the side by about 100 units.



Maze 1- We now have two mazes. The first maze is the same one that was shown last week. It's got an updated texture on the walls so it doesn't look like lots of tiny leave boxes.


 It also has the monster in it. There is a Checkpoint that is behind the door that will vanish once the maze puzzle is complete. The Puzzle is collecting 4 keys within the maze to unlock the door.



Maze 2- The Second maze has no monster but is more of a puzzle itself. It has a nasty habit of changing how it's structured making it an absolute nightmare to traverse.  There can be an awkward interaction with the walls moving that allows players to get on top of the maze. this was attempted to be solved by increasing the speed the walls go up and also putting a 'ceiling' in place. This has had...mixed results (something to come back to).





Sound- New sound effects have been added for walking so it's not completely silent.  The player now breathes!

UI- There is now a start game screen. 

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