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(+1)

yea sorry about that i sort of over scoped... this is about half the stuff i wanted,  the proper levels got designed and made maybe 24 hours before the deadline so the last stretch was just getting them implemented and setup with the ai and stuff, as well as bug fixes and stuff.

the jittering was the low resolution combined with a smoother camera setup tracking the player. I'm yet to perfect a more stable approach but it makes the camera not feel like its attached to the player, so i kept it in. 

there was also a problem with the navmesh interfering with the raycasting causing the ai to not notice you.