
This week, I have decided to put the armbinder and gag harness work on hold in order to concentrate on AI behavior and improvements. I will resume work on these next week.
AI Schedule
The NPCs can now have a unique schedule to follow that defines their main behavior.
The schedule has a set of tasks the NPC has to do in a sequence, at the moment i have made two tasks: Patrol and Relax.
The patrol task is what you already are familiar with, the guard will follow a patrol path but with the addition of being tied to a specific area and allows me to easily easily set the number back and forth the NPC has to do.
The relax task introduces a new Relaxing state for characters to make them "relax", do stuff that makes them a little more alive and make them more vulnerable so you can sneak up on them or just escape more easily in some cases. ;)
In order to release this update next week, i only made them just sit on the closest chair and wait a random amount of time between 10 to 60 seconds, if you are lucky, they might sit in a chair in the cell you are being kept in!
I have uploaded a video down below showing you the scheduling system in action, showing Madison taking the elevator to go to the other floor, doing only one time the patrol path, then relaxing on the chair before going back underground to do another patrol.
Restraints
This week i reworked the restraints system a little bit. It needed some improvements in order to be a little easier to work with and prepare the ground work for the more complex restraints relationship that is coming.
It will also allow me to optimize the game a little bit so i can reuse the same padlock visual for the gags, since it is essentially at the same place, no need to have extra geometry and use your precious resources on it for example.
That's all for this week!
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