Dev Diary – Vision Cones Visuals…. but not really (29/06/16)

EnemyVision

When I started making the game I was never a big fan of obvious vision cones. Some games like Volume use a mesh method that is updated fairly regularly, which can be quite expensive to show this very obvious cone where yopu will be seen. The way I have decided to visualise the enemies vision is through a basic spotlight. The idea of the visuals was never to give a completely accurate representation, because in real life, that isn’t what you will get. Instead this give the player an rough indication . In my opinion, this feels a bit more natural then binary vision cones.

The actual logic works in a similar way to those described in the Unity Stealth Tutorial (which is used in certain other stealth games) and from the book, Hollistic Game Development with Unity 3D, which is worth picking up as it explores some more genre-specific stuff compared to some of the other Unity books I read when I was more junior.

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Dev Diary – WE NEED VISION CONES (21/06/16)

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You know, I probably should have listened to my designer friend when he said the game needs vision cones. He was correct (everybody gets one). Essentially, I stripped the game back to pure stealth mechanics, put a crappy test level together and threw some enemies in it. I am still not sold on the camera angle yet (maybe it needs to come back further, or be at a different angle) and it needs to be more obvious that enemies can see/glimpse you and also hear you. Also the “can’t hear when sneaking” mechanics also needs work. Basically, it is great to remove all the pomp and circumstance I had before and see what works and what doesn’t.

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Dev Diary -Trying A New Camera Angle 15/06/16

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So I said I was going to do a Hello World blog post of player movement, but to be honest you can go google how to do that stuff in Unity pretty easily. Instead I want to talk about the change in camera angle.

At the start we went with the isometric view, however in the old prototype, I personally didn’t find it fun. Instead I am trying a Metal Gear Solid esque top down inspired camera angle and seeing what that does. We are probably gonna try a few and have a good experiment to see what looks and plays best.

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