Dev Log Week #2 Script & Brainstorm Continued



Dev Log Week #2 Beginning Script & Brainstorm Continued (and some frustrations)

  • Start working on the scripting for the monster and player
  • Issue where the monster is not moving when the game is playing. Added a print to check if the script is working; it is, so it could possibly be the NavigationRegion3D making the monster not move.
  • Resolved the issue where it was due to misassignments of nodes.
  • The monster is able to move around.
  • Running into an issue where the monster is unable to turn corners properly.  Add a mechanic that allows the monster to detect corners of the walls and turn past them more smoothly.
  • A lot of issues with trying to run the monster ai properly. Some of these are due to the NavigationRegion3D and the NavigationAgent3D not working properly. The navmesh seems to freeze up the monster completely sometimes, or simply not work at all.
  • A solution may be to simply remove the NavigationRegion3D option entirely, but the maze is entirely dependent on its existence.
  • Decided to keep the NavigationRegion3D due to this purpose.
  • Eventually, it begins to work again for some unknown reason?
  • Continue working on the monster script and adjust the speed, pursuit of the player, and the player’s speed and stamina. The monster will have three typical stages: roam, chase, and investigate.
  • Roam = monster picks different points to go around the map
  • Chase = monster locks onto the player when it is within its sight, and pursues them until the player reaches a certain distance (hiding behind walls and turning sharp corners) to evade the monster.
  • Investigate = monster detects an orb being collected, and is programmed to run straight to it. This is necessary to implement, as it helps prevent the monster from getting lost roaming around the maze, and most importantly, encourages the encounter between player and monster.

Brainstorm ideas of how to make it more audio primary:

  • Sonar (a ping to see where it is at if it’s not visible at all)
  • Only visible when it’s near your radius (Godot has spatial audio, so the music can add to its whereabouts and direction)
  • Audio cue (player’s stamina running dry = heavy breathing)
  • Monste
  • Make the radius of player’s detection larger for the monster, so the player has time to catch up with the aggro music (the music will be gradual) and it will get louder as the monster gets closer, before fading into visibility (figure out how to do the fade)
  • Orbs making a “collect” sound that notifies the monster. 

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