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(+1)

I was vaguely disappointed that falling glass doesn’t hurt you

I know, I really wanted to add this but because they’re driven using Bullet itself rather than me tracing them through the level, there’s no straightforward way to detect particular hits. Otherwise I would’ve had this in ages ago. The cactuses do poke you if you run into them though! That one was much simpler to set up.

I only found a single secret, and while it doesn’t bother me, I wonder if it’s something to do with how the secrets are laid out.

That one with the broken wall is definitely the most obvious one, I don’t actually know if anyone has found any of the others at all. Many require you to crouch at the peak of a jump or blast-jump with the shotgun alt-fire to reach.

They look like professional types, but sound like street toughs.

lol, this is intentional for lore reasons. The bad guys are a rogue mercenary unit that took over the island without meeting any resistance. So while they are well equipped, they lack discipline and have their guard down expecting this to be a big milk run.

I need to come up with a way to actually present this in game somehow. After seeing the codec calls in your game I’m considering something similar.

Still, I found the AI in general pretty easy to deal with, and noticed them acting a little stupid. Dumb choices at times

It might not be the best idea but I’m going for a quantity over quality approach with the encounters so I don’t want individual enemies to be super competent when the plan is to build up to fighting 10-20 of them at the same time.

The mechs in Downtown got stuck on roof overhangs twice.

They’re still using the old AI, only the regular goons actually use the navmesh this time around. I should have everybody switched over in time for the next demo day though. The mechs actually get a second, dedicated navmesh for larger enemies just like how Quake had a separate BSP tree for the Shamblers