{"author_name":"Jlebow","cat":"LD #25","comments":[],"epoch":1355648820,"likes":1,"metadata":{"p_key":"48504","p_author":"Jlebow","p_authorkey":"19313","p_urlkey":"84179","p_title":"Line of sight, enemy detection, doors, and a new camera distance","p_cat":"LD #25","p_event":"LD25","p_time":"1355648820","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"19313","us_name":"Jlebow","us_username":"jlebow","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Our villain, well, he&#8217;s still just an\u00a0aspirin\u00a0tablet.<\/p>\n <p>But our NPCs now have line of sight, as well as a cone indicator for their area of detection.<\/p>\n <p>We also have doors.<\/p>\n <p>They open, and close &#8212; and they also can be triggered based on the completion of quest goals. Which means I can give the player their advanced alien weaponry one or two items at a time, and spread out the learning curve over the first two levels, instead of having to teach the player everything all at once.<\/p>\n <p>I hate that. Who wants to have to remember so much stuff up front? Even if it is in the name of fun (and isn&#8217;t really all that much to remember).<\/p>\n <p>Still, it&#8217;s much better to just start playing, and learn how to overcome obstacles as you encounter them.<\/p>\n <p>Also, we played around with the camera angle and distance to the player. We liked the speed of movement, so we tried to leave it alone. It&#8217;s quick, which adds to the tension and surprise, and really helps to bring out an emotional response (fear, really) when you encounter a bad guy and have to react so quickly.<\/p>\n <p>You can see in this screen shot both the new camera distance (which reveals more of the map at one time), and the NPC detection cone. We&#8217;ve also added walkways to the basic levels, and the path finding works like a champ. It goes up and down stairs super smooth, and doesn&#8217;t have any of the typical problems that you encounter with path finding and raised platforms.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/16\/line-of-sight-enemy-detection-doors-and-a-new-camera-distance\/pathing-and-patrols\/\" rel=\"attachment wp-att-207211\"><img class=\"alignnone size-medium wp-image-207211\" alt=\"Pathing and patrols\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Pathing-and-patrols-300x170.png\" width=\"300\" height=\"170\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Pathing-and-patrols-300x170.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Pathing-and-patrols-550x311.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Pathing-and-patrols.png 1256w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>And we have finished the rough conceptual level lay outs for the tutorial level and Area 51.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/16\/line-of-sight-enemy-detection-doors-and-a-new-camera-distance\/farm-level-design-screen\/\" rel=\"attachment wp-att-207219\"><img class=\"alignnone size-medium wp-image-207219\" alt=\"Farm level design screen\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Farm-level-design-screen-300x131.png\" width=\"300\" height=\"131\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Farm-level-design-screen-300x131.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Farm-level-design-screen-550x241.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/Farm-level-design-screen.png 1457w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>This is the tutorial area&#8211;a cornfield in Kansas.<\/p>\n <p>You will only have two weapons, and one ability at this point. The other two tech items you will \u00a0acquire in the beginning of the next level.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/returndearleader\/\" rel=\"tag\">ReturnDearLeader<\/a><\/p>","time":"December 16th, 2012 4:07 am","title":"Line of sight, enemy detection, doors, and a new camera distance"}