Update log
Full The Wolf in Me update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity.
By design, encounters should feel meaningful and challenging, no matter the enemy’s size. Technically, smarter AI is heavier on performance: the more complex their behavior, the more processing they require. On top of that, Lobo is a small open world. Some enemies spawn at runtime, but most are manually placed in the level. To keep performance smooth while maintaining engaging encounters, I improved enemy “presence” with a distance-based system:
A timer checks each enemy’s distance to the player.
Distance bigger than 4000 units: Enemies are in sleep mode. No visibility, no tick, no animation, no AI.
Distance 4000–2000 units: Enemies are visible in idle mode, but still mostly inactive.
- Distance less than 2000 unitsTick and animation are enabled, but at a reduced rate depending on distance.
Combat range within 500 units: Enemies are fully active, 100% functional, and ready to fight.
This ensures that only the enemies near the player are fully active and using their potential, while keeping the game smooth and reactive.
Source
