Alpha 2: Artificial smartness
Our second feature milestone!
As we were prototyping more gameplay, it became obvious what was missing: Humanoid opposition.
New features implemented to realise this:
- An NPC input controller to govern the pawn
- Behaviour trees
- Modular behaviour patterns (such as "search for enemy", "idle", etc.)
- Behaviour tree presets (such as "guard" and "infiltrator")
Below is a WIP screenshot of these features being tested against one another:
It also became a lot more tense to sneak around the levels as a player:
We've got more gameplay prototyping to do, but our next milestone will very likely include procedural animation and NPCs bypassing doors.
NOTE: Most of our game framework is published separately as "Accord" here: https://gitlab.com/godot-accord/addon. It's still very much WIP, so there isn't much documentation yet, but it'll get there.
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