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Thanks for the feedback!
The AI pathing is the real problem, the stupid AI is a product of unity's navmesh failing to properly calculate distances in realtime in narrow corridors/small rooms. Im working on a solution to it, but so far i haven't progressed much. But improved AI is a priority.
Other types of bondage things are planned as well (like blindfolds, gags, etc) but will be getting in, in future updates.

The system for rare spawns is actually in-game, it just spawns "pursuers", which are slightly more stronger than normal opponents, and will take you a lot of effort to make them lose track on you. All of these things will be improved once i can get the new AI working.


Thanks for the feedback, and im glad you enjoyed the demo.

One thing that you might want to look into. It seems as though the enemies aren't able to pivot. I don't know if you are forcing a constant speed which forces turns to be an arc or whatever, but none of the enemies ever just pivot in place. I think I ran into this before using Unity and it was something like that. Allowing the enemies to pivot in place will also allow for more fine grained pathing. as their turns aren't these giant arcs.

I don't remember finding an option for enabling this. i will take a look, but that is actually a great observation, i haven't realized that they aren't able to pivot!

https://docs.unity3d.com/540/Documentation/ScriptReference/NavMeshAgent-angularS...

So looks like it's a function of speed, max accel, and angular speed. With absolute speed capped, max accel and angular speed probably aren't too concerning to set very high.


Good luck!