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There are a few points here that should probably be split up into separate discussions. Damage types: Damagables: Lock picking: Stealth support: As a general note: The more "game-specific design decision" a feature is, the more unlikely it is I'm considering it. Besides moving Cogito away from a lightweight generalist template, these can also introduce unwanted co-dependencies and complexities. |
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As the term 'immersive sim' is a bit fuzzy, afaik there is not a feature complete list of elements like: "I am going to sneak around this guard and not going to kill him" or "NPCs tell of the great Battles you fought or the last big quest you made" stuff like that is hard to get into a template, dispite the fact that it is very, lets say, "oblivion-like". What I would include is already mostly here or in the making. So I would rather try to make the current Version more modular and make a feature freeze for now until Phazorknight is happy to release a 1.0-alpha-rc1 :D For the sneaking part: You can add an area2D circle shape around the enemy and when the player is in the area and not crouching, this could trigger the detection in the enemy script, another smaller area2D triangle shape could ignore the crouching part and detect the player always, that triangle attached with a bone attachment to the head and when the head (or whatever) moves the triangle detection shape moves with it (like being in the viewport of the enemy). Right now it is possible to work with the BrightnessComponent and check how the player is visible, but that could become very costly with multiple enemys that constantly check if they can see the player, but that is just a guess of me right now, I did not test that, maybe it gets a Problem with 100K enemys, maybe with 10. @ac-arcana: I don't use your footsteps-part, sorry, I got the Ovani, I cannot say anything about that, so I gotta ask you: is there an implementation of changing the footsteps sounds regarding the player speed (normal/running) or if the player is crouching ? |
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Adding to this conversation i'd suggest making stuff generally more interactable, idk if this is already possible with the elements in place, but i'm really missing the ability (in the demo scenes at least) to shoot at a switch to trigger it for example. |
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I'd like to propose several elements that would be helpful for immersive sims.
Support for different damage types. Perhaps via a damage class and a resistance class, which devs could override to add any damage types they want.
Explosives. Ie. Barrels and Grenades
Explosives, if added, could blow open doors.
We have locks, how about supporting damaging them or shooting them to open them?
What about a lock picking minigame that could be replaced on the Dev's end?
How about stealth support? Maybe a demo camera you can sneak around? Sound and light levels could even be components to a stealth system.
Would love to hear thoughts from others on if these would be appropriate to add to some kind of road map?
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