First Update of 2024


02/02/24 Change Log

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AI

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New Enemy "Track" State added. Needs fine tuning. Sets enemy destination to player position on state entry. I intend to make it update enemy destination to player position every .3 seconds or so, as long as player is within listening distance and moving, or update on each new Track State trigger (player shots within range, enemy within range entering Chase player state, etc).

Shots alert all enemies within 50 meters (still not implemented on shotgun, works with pistol and rifle) 

Still need to add enemies entering Chase or Track state when shot or when enemies within range enter either state.

Enemy now detects player by sight instead of just checking the distance between player and enemy. Enemies still use distance check to initialize track state at a short range to simulate "hearing" the player. It's buggy and I'm not a fan of the method I used, so it will be changed later to something less janky. Works for now.

Crossbow enemy fire rate reduced, damage reduced from 35 to 25.

Throwdeads hitbox for shoulders and head has been adjusted.

Drone alert and attack sound volume down a few db.

Other minor adjustments I've lost track of.

Second boss is bugged now... so he's super easy. Will hopefully have fixed by next build.

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Player

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Player jump height reduced, run speed reduced.

Mission text added at beginning to direct player flow.

A few decals added.

Blood trail to direct player to neighbor NPC.

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Etc.

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A few materials have been added, including pressure treated wood and cement.

Shadows work fine in editor but still have issues on build.

Neighbors hedge maze changed up a bit. Needs details and enemies.

Old Mill added, still in early greybox phase.

A few trees and rocks added.

Enemy placement changed up a bit.

Added detail to Hippy Niehgbors house and starting area.

More lights.

Files

Cultalist Pre Alpha 0202224.zip 258 MB
Feb 03, 2024

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