Hello everyone!
I hope the optimizations of the last update were useful for some of you.
Let's get right into it!

Restraint links: part 2

So the first part of this system was to allow restraint links between restraints on a single character.

The second part of this system adds two things, leashes and anchor points. You see, these two share the same principle, it limits the movements of a character linked to it.
For example, connecting an anchor on the ceiling to the wrists ropes should create a strappado!

Area system

I have been improving the way characters are tracked in the world. This is a really important part of the game. It's a way for me to know where characters are and what other things are present in the same area.

For example, i am using this improved system to have an area to identify each room: cells, offices, kitchen, warehouse, etc...

I am already using it to identify areas where the captives are allowed, which means that guards will now chase your character outside of the cells and bring them inside of one once your character is caught.

Small changes

I also added reflections probes to the scene to make everything actually reflect the environment instead of looking all dark.

I recently changed this method to use A few updates ago i replaced it with Lightmaps, lightmaps only does lighting, not reflections, so i had to add them manually to have roughly accurate reflections with a lower performance cost.
New generic document model + texture

Now, the different documents and notes you can read in the level were kind of difficult to spot and just white planes. So i have made a proper model with a generic enough texture to help identify it as a document at first glance. The texture was surprisingly simple to make.

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!