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Steam News21 April 20233y ago

April Development Updates - Enemy AI, Level Design and Prospector Tool

This update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.

Full notes

Full Lost Assassin - A Tale of AI Corruption update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition5 changes0 removals
  • Maps
  • Gameplay
changedThis update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.
addedThis update will go into some more depth on what to expect with the new relaunched version of Lost Assassin - A Tale of AI Corruption
changedThis past month, we have been further improving the enemy AI to feature more responsiveness to the environment. More dynamic 'decision making' on platforms and refinement to the different behaviour modes (idle, patrolling, chasing/engaged). If you shoot an enemy, they will begin to chase you and negotiate the terrain in a more realistic way by jumping and dropping down from ledges.
changedLevel Design and the Prospector Tool - This has been the main focus of late. Our aim is to create an interesting and challenging opening level. Now some solid AI enemies have been created, we are developing a level that makes the most of them. We are also leaning into puzzle platforming elements with some physics based areas that utilise the Prospector Tool to pick up and move items. Since you will not have an arsenal of weapons to begin with, the prospector tool will be your main 'weapon'. Don't worry, there will be plenty of ways to cause chaos.
changedHumans (early stages of development) - We have been wanting to include autonimous NPCs who will engage in combat with the enemy if they are encountered. So far it's still in early stages, but it looks promising. We will have NPCs as characters in the main story that assist in providing objectives etc.
changedStay tuned and don't forget to give us a wislist. We are a team of two so it all counts!

Lost Assassin - A Tale of AI Corruption changes

changedThis update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.
addedThis update will go into some more depth on what to expect with the new relaunched version of Lost Assassin - A Tale of AI Corruption
changedThis past month, we have been further improving the enemy AI to feature more responsiveness to the environment. More dynamic 'decision making' on platforms and refinement to the different behaviour modes (idle, patrolling, chasing/engaged). If you shoot an enemy, they will begin to chase you and negotiate the terrain in a more realistic way by jumping and dropping down from ledges.
changedLevel Design and the Prospector Tool - This has been the main focus of late. Our aim is to create an interesting and challenging opening level. Now some solid AI enemies have been created, we are developing a level that makes the most of them. We are also leaning into puzzle platforming elements with some physics based areas that utilise the Prospector Tool to pick up and move items. Since you will not have an arsenal of weapons to begin with, the prospector tool will be your main 'weapon'. Don't worry, there will be plenty of ways to cause chaos.
changedHumans (early stages of development) - We have been wanting to include autonimous NPCs who will engage in combat with the enemy if they are encountered. So far it's still in early stages, but it looks promising. We will have NPCs as characters in the main story that assist in providing objectives etc.

This update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.

Where to find us: Official website www.littlebyte.com.au Follow us on socials Twitter HERE Facebook HERE

This update will go into some more depth on what to expect with the new relaunched version of Lost Assassin - A Tale of AI Corruption

Enemy AI and Physics

This past month, we have been further improving the enemy AI to feature more responsiveness to the environment. More dynamic 'decision making' on platforms and refinement to the different behaviour modes (idle, patrolling, chasing/engaged). If you shoot an enemy, they will begin to chase you and negotiate the terrain in a more realistic way by jumping and dropping down from ledges.

Level Design and the Prospector Tool - This has been the main focus of late. Our aim is to create an interesting and challenging opening level. Now some solid AI enemies have been created, we are developing a level that makes the most of them. We are also leaning into puzzle platforming elements with some physics based areas that utilise the Prospector Tool to pick up and move items. Since you will not have an arsenal of weapons to begin with, the prospector tool will be your main 'weapon'. Don't worry, there will be plenty of ways to cause chaos.

Humans (early stages of development) - We have been wanting to include autonimous NPCs who will engage in combat with the enemy if they are encountered. So far it's still in early stages, but it looks promising. We will have NPCs as characters in the main story that assist in providing objectives etc.

Shaders and Effects Refinements and changes to various effects in explosions and pickups etc.

Gems - There are now special rare gems that provide large numbers of gems when mined.

Stay tuned and don't forget to give us a wislist. We are a team of two so it all counts!

Source

Steam News / 21 April 2023

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