
Hello everyone! Welcome to the only devlog of the 0.1.5.1 update which i would like to release next week.
Let's start by the new things done so far for this update.
I wasn't happy with how i was displaying the characters speech lines in the world, it was a quick implementation done for the prototype version and was also unhappy with how i was handling the alert indicator, this little bubble on your screen that display the alert level or awareness of an hostile character.

So what i did was to combine both the alert indicator and the speech text into one component displayed on the HUD or the in-game UI. Which makes sense since both of these are related to one character.This made both of these easier to modify and manage.
You can checkout the first video to see it in action.
One major issue i wanted to fix, or at least most of it, is the AI avoidance.
This is mainly fixed, avoidance of NPCs and the player character. This was so stupid to fix, i don't understand how it wasn't working before but now that is working as intended, i am finally happy to move on to new and exciting things for the AI.
You can checkout the second video to see it in action.
Now that those things are done, let's talk about what is left to do for this update.
Making the struggle mini-game when you grab an NPC. That's right, this will give you a little more challenge to actually subdue a grabbed NPC.
I don't know how much time i will need for it but i will try to implement the fact that guards will lock you in lockers when they see you hiding in them.
The idea for this feature is to make the NPC decide randomly for now until i implement the personality of NPCs which is also coming in 0.1.5.x updates.
If your poor character gets stuck in the locker, you can make noises, which are going to eventually catch the attention of a guard, they will unlock and tie your character right away.
I am excited to work on a first version of this so finger-crossed i can release that sexy feature next week!
That's all for this week!
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>:D (Devil emoji)