1 Test Page
wattak edited this page 2026-02-25 15:02:53 +01:00

Development Notes

Core Gameplay & AI

  • Enemy AI Enhancements:
    • Implement enemy strafing and magical attack variations. This adds unpredictability and complexity to combat.
    • Enemy AI now searches NavMesh when enemy is unseen for a set amount of time.
    • Integrate NavMesh into enemy aggro AI to improve pathfinding during pursuit.
    • Enhance enemy awareness: Enemies perform raycasts to face the player when their cone detection range is triggered.
    • Add jumping terminator skellies. (A touch of flair, perhaps?)
  • Player Combat & Scaling:
    • Scale player and enemy damage dynamically based on attack distance. Requires careful balancing, naturally.
    • Raycast before enemy attacks to prevent unintended collisions or exploits.
  • Multiplayer Considerations:
    • Develop a dedicated multiplayer enemy controller.

Level Design & Environment

  • Prison Level Specifics:
    • Implement tombstones for the prison level. A nice touch of atmosphere.
    • Terrain holes will be converted into caves - offering opportunities for exploration and hidden areas.
  • Traversal & Hazards:
    • Create ramp traps that cause the player to become stuck on the other side. Requires careful implementation to avoid frustration.

Visuals & Rendering

  • Lighting & Shadows:
    • Add a toggle for blob shadows, exclusive to indoor scenes. Optimizes performance and enhances visual consistency.
    • Interior sunlight now masked to enemies only.
  • Shader Optimization:
    • Improve the shader precompiler to enhance rendering performance.
  • Culling Issues:
    • Address the persistent culling mask bug affecting directional lights - requires compatibility adjustments with the Godot renderer.

Technical & Versioning

  • Build & Distribution:
    • Version bump - triggering a necessary download of the new .exe file.
  • Debugging:
    • Perform remote debugging with the APK.
  • Controller Support:
    • Conduct more rigorous testing with game controllers, especially on Android.

Miscellaneous

  • Save System: Implement avoidable autosave checkpoints - providing player agency over progression.
  • Itemization: Enemies physically drop their gear for the player to pick up. A small detail with a positive impact on player satisfaction.
  • Dynamic Connections: Enemies setup their own ladders/off-mesh connections.