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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.