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Day 26: The Flight Patterns of the Common Office Worker

You know, it’s crazy how quickly this month has gone by. I’m both dreading and excited for it to be over. Admittedly there’s a certain event at the start of next month that’s been occasionally driving me to distraction! But, onto development news!

The first pass of the worker BT is complete. This is for the roaming worker--those that just can’t stay at their desks and walk around the work floor. I need to create the functionality for the workers who stay diligently at their workstations until the player comes along to wreak havoc, but the only difference there is in the first part of their tree, so that should be a quick adjustment tomorrow. As it stands, here’s what we’ve got:

Once the player enters their field of view, the workers immediately try to get away from them and once at a safe distance, beat a hasty retreat to the exit point. Every time they get within range of the player again, they recalculate a new position to run away to (which you can see best toward the end of the gif). 

I’m also toying with the idea of preventing the workers from freaking out until the first bit of damage has been done, and perhaps just regard the player with curiosity (in the form of a question mark above their heads) as they move past. This might cause some navigation issues though, so I might just shelve the idea for later.

As you’ve probably noticed, the workers themselves don’t have unique meshes for the moment. I was lucky previously with the guards and cops in that I had already created the meshes and the animations, but the workers never got beyond the concept phase. I’ll probably swap out the temporary mesh with the guard’s mesh just to make sure that the animations will run properly, but that will be it on the visuals for a bit. My new goal is to try and get all of the major programming done before the end of the month, and I’ve got a little bit to do for the UI functionality as well as the object destruction. Once those key pieces are handled, I think I’ll spend November focusing on the art side of things!

Completed:

  • Wandering worker BT

Up Next:

  • Stationary worker BT adjustment
  • Animation test
  • On Screen UI functionality
  • Destroy all the objects!