Best advice I could probably give is to focus on simplifying your AI as much as possible, or at least break it up into components that have a single responsibility and compose it together in a Blueprint. If there are a bunch of useless or redundant checks then this would probably help resolve it.
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Reminds me of Tentacle Wars, which was a favourite game of mine growing up so I'm inclined to like this genre of game. I really liked this game, though an idea I had while playing that could improve it is the ability to add in a supply route that would constantly build up the forces of a target fortress.
Short, but somewhat enjoyable. The combat is quite basic, there is no way to dodge or disarm opponents so the player avatar is just a damage sponge. I like the artstyle and animations used, and the main limitation I would say is the length, it is too short. I would have loved the ability to wield a knife after the first corridor to then fight with enemies with more advanced weaponry and progress like that. However, it is a 4 day game and my game had similar problems so I would like to see how this progresses :)
In short, iterate through all lights in the scene, check if the location is currently lit. If not then check if the location is within the attenuation radius and cone angle. If it is, perform a line trace in a custom trace channel to check if the light source is obstructed. If it can light up the area, then it breaks the iteration and says that it is an invalid location to travel to. If the loop succeeds without any lights being able to see the location, the player can travel there
I initially was going to do it tile based, but thought it'd be cool if the shadows were coming from actual light sources instead of tiles. If I had more time, I would have adjusted the curves so the valid player movement reflects the visuals (ie the every shadow area in the game is valid. I wanted to get it so the light sources could move, or you can move into the shadow of a moving enemy as a sort of bridge.
You're completely right about the end screen, I wish I had time to just do a polish pass to add in those small little improvements.