0.8 - The Stealth Vault [13.07.2017]

Edit_1: Due to the nature of the new enemy and a sloppy upgrade from Rival Theory all my AI was baddly imported meaning I lost a month of AI work. I've been strugling to fix it and have to delay the game update a bit. Sorry for the inconvenience, hopefully no more delays will come. Cheers, VT48 As the new INTERCIDO page is finally done I have started already on the new update, bringing cool new features to the table, and in this post I want to highlight the roadmap, and what is currently done within the update. [h1]Player Camera[/h1] The first issue that a lot was mentioned was the "clunky" camera which you couldn't see much as it was locked to the player, hence, I made a new system to counter that, and help with the navigation as well. Not only was the "free" camera added, it also packed a button to revert it anytime in game to help with movement and general visibility. [img]http://i.imgur.com/5WCJbzu.gif[/img] [h1]Enemy Range[/h1] The second big thing that has been addressed was the enemy range, which sadly was static and you couldn't really know what was the range of the enemy. I've already had this planned 2-3 months ago however I have never figured a way that would not cost much and do it properly and precise. Until now. After almost 4 days only focusing on it, all the ranges in the game have been modified to help the player at most, to see where is the end range of all the enemy and traps (cameras and turrets). [h1]New enemy range (Changes colors as well, along with the pulse)[/h1] [img]http://i.imgur.com/dJzYjRZ.gif[/img] [h1]Stealth[/h1] The third big issue was the gameplay and the games stealth. This game has been unforgiving too much as, not only the enemies had 360 range, they also detected you as soon as you got in range, and attacked you with no mercy. This has been changed drastically by adding bunch of timers and logic into the enemies by making them a bit more "human-like" at least in the detection department. So the enemy has been given [b]6[/b] new states: [code][list] [*] Idle - Follows his given path, and lurks [*] Suspicious - Has detected something, however will not go to investigate [*] Curious - Suspicious, but goes to check what was that about (goes to the last registered position) [*] Argo - He has found an intruder and is activly hunting him [*] Seeking - Lost the player, however is going to the last position where he was seen. [*] Alerted - If the player has been spotted, enemies will have bigger view distance and speed both idle and while chasing. [/list] [/code] [h1]Enemy Checking if player is too long in the range[/h1] [img]http://i.imgur.com/uDITIGS.gif[/img] The next thing that has been added to the enemies is execution. Yes. You can now kill enemies. However only from the back, with a special gadget. Which bring the new element, hiding the bodies. [h1]Killing the enemy with a help of a decoy[/h1] [img]http://i.imgur.com/qt9YlbY.gif[/img] [h1]Disposing of the enemy[/h1] [img]http://i.imgur.com/PRaWqJe.gif[/img] After you have successfully killed an enemy if you do not hide or dump the body, and an enemy locates it, he will trigger the alarm, making the game a lot harder. While carrying the body your speed will be slowed by an x amount, however completing the mission without disturbing enemies will grant you a huge XP bonus. [h1]Traps[/h1] The main thing that has been added with the traps is mostly gameplay wise of giving the player a bit of heads up to prevent range when suddenly a laser comes up. 3 states: [img]http://i.imgur.com/7tIGEb8.gif[/img] [h1]New Levels[/h1] Now this is probably the sole reason of making big updates, they have to contain some cool new map. And this update should pack 2 new maps, with an new randomization system, and a new "Rage" map that will be randomized. [img]http://i.imgur.com/WpfF0II.gif[/img] [img]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26106853/3b0cce5bbd1f7ce76844753190cb19973c480c15.png[/img] For the old maps they will be REMADE in a gameplay sense, rather than much of the layout (although layout could change), to make up for the new enemy and range system. Currently one map is in build called the U-253 (Guess what that is :P) and will feature all new walls and a triangle floor tile :D [h1]XP and Leveling[/h1] The XP system in the plan and will feature cool upgrades for your drone, properly unlike at the start of the game which gave you an insane edge after some time. The XP system will work differently unlike the last one, as in upgrade points, rather than point money, and upgrading them in a branch rather then only power upgrades. [img]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26106853/116abe5e810dc40a50904dd800bb94cb3447dbf3.png[/img]