Player stats and brightness.

Player stats and brightness.

Last week I worked a bit more on the player characteristics, decided on min max values, and did the same for the Enemy stats.
I split the visibility factor into 2 values, brightness and motion.
Motion will be affected by the movement of the player and the movement in the headpiece and controllers. Brightness is a factor indicating how well lit the player is.
So the enemy has skill values for detecting motion sound and smell, it also has a detection generic skill value which is linked with the enemies intelligence.
So any light source will have attached a brightness script that triggers and sends a brightness value to the player brightness when the player is in range and increase as the player comes closer to the light source. The player value of Brightness is for now a static value, so multiple light sources can affect it.
I still need to cast a ray cast from the light source to the player, if it fails to hit the player then that would indicate that the player is hidden behind some object so his light value should be very low.
This week I am working on the enemy AI, the stages it goes through. That will probably be my next post. A long Video follows:

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