Update log
Full Terminal Error update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
So What's New?
This is the first iteration of our new monster behaviours. We found that the monster's animations were weak, and the monster's approach reduced its fear factor. In order to fix this, we've chosen to lean more into visual effects and creative behavioural approaches to hide our weaknesses and play into our strengths.
BUT DO NOTE! These are very bare-bones updates! The code to implement these features have been made, but bug testing must still be done, and animations and visual elements need to be perfected still!
We've introduced these behaviours: (1) Hiding Behaviour
(2) Sneak Attack
(3) Freak Out
So what exactly are these new additions?
Hiding Behaviour
The original behaviour of our monster was very confrontational, with it patrolling the facility to find the Player. However, this behaviour allowed the monster to be stopped from far distances or simply walking around, making it less intimidating. Our walking animation also made it appear more sloppy and casual than intended. To address this, we've created a hiding system.
Stalking you from behind, the monster moves from hide spot to hide spot, peering out to make sure it isn't caught by the Player. It will slowly make its way closer and closer until there's a chance to surprise attack the Player, using the element of surprise.
Sneak Attack
Walking around in the open, the original behaviour put the monster out in the open and made it vulnerable. We've flipped this feature on its head. Building off the sneaky nature of the monster, it can now hide in blind spots, waiting and preying on the Player. It'll wait patiently, looking for the best opportunity to launch a surprise attack!
Freak Out
A monster weak to Player shots feels less threatening and dangerous. To fix this, we've given it a 'freak out' sequence, keeping the Player on their toes and making sure they don't get too close or too comfortable with the monster. If you get on the monster's bad side, you'd better run before it destroys you...
This feature is still early in development, requiring many adjustments and animations! Look forward to more on it in the future!
More Updates On The Way!
Basically, the core features of the monster have now been fleshed out, but the animations and visuals are still far away from completion. Bugs are also still an issue!
Be ready for some more updates in the next few weeks on the monster and the refined behaviours being prepared!
Source
