V1.2 - Shaking up the guards!
Hello again! hope everyone is having a great time doing... whatever it is you doing.
Anyway, It's Version 1.2: Shaking up the guards!
So... you're probably asking "what's new from this version that would WOW me?". The answer to this is not a lot but quite a few backend things have been happening to update it a bit.
Let's go front and centre: Guards. How did they change in the new update? Previously, there was a small guard hierarchy tree that had the base of the guards, and then split up into standing and walking guards. One would stay in one spot while the other would ping-pong through the waypoints set for them. Now, back when I was doing the assignment, I didn't recognise that, in theory, both of these guards are the same. It's just that the standing guard only has one waypoint, and it is their standing position. But this has been wiped with a new sponge! The base guard is now the only existing guard type in the game.
The major difference is that a small data block can be attached to the guard to modify some of its senses, along with other things. This includes changing their field of view, levels of looking, distance to see and feel and even managing how suspicious they are from the start. The values assigned could be modified better to be more flexible, but it's a good step so far. Only one guard exists and erases lots of things without removing the core workings of a guard.
To add to this, the guard has reduced its dependency on the game manager. A key rule is to not make things complicated by having connections everywhere unless necessary. For instance, the game manager would be the first to know if a treasure is stolen or the player has been captured, but it has to send those requests to the other guards in the level. Wouldn't it be easier if the guard could literally "walkie-talkie" their other colleagues? Now they can! Events have been introduced so that the guards can send a message, and anything that is meant to receive it will... receive it. The game manager can listen too but the key point is that the guard is not relying on the manager to do its function.
Next is scores! with a snazzy little edit in the game, the player is now able to see their scores on a board! It's only local, so you can't see your friends on the board yet, but this now lets you keep track of the scores and the most you have achieved. The file saving the scores will be on the C Drive (main hard drive), but there is a button presented in the pause screen that allows you to delete it and any score that was on it. Had to learn all about persistent things wowie.
Huh, did you hear that? Yes! Audio update! in this new version, there are additional sounds to spice up the game and how you perceive the world, like swiping a treasure or a massive blaring alarm with flashing lights chasing you when you've been found out.
Some small fixes have been happening in other places of the game, but it was more for improving the current system, not adding new things.
I hope that you all will enjoy this version. it was a little interesting, especially with removing a part of a guard to add more functionality to guards, but I', happy that it was resolved and would help with some of the AI stuff now that only one exists.
It's time for me to go, but thank you and see ya later!
Files
Get Thief in the Endless Museum!
Thief in the Endless Museum!
endless randomly generated Maze!
Status | On hold |
Author | taycomedia |
Genre | Strategy |
Tags | Endless |
Languages | English |
More posts
- Hold up- we're holding up?! A slight hiatus on the projectMay 13, 2022
- To tree or not tree? - Thoughts on behaviour trees in guard AIApr 26, 2022
- V1.1 - The great maze shake upApr 14, 2022
- The Game and why is it here??Apr 14, 2022
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