Devlog 30: Stealthing

This was simultaneously easier and harder than I initially thought. Somewhere along the way I assumed that Godot had a way for a detecting luminosity on a node, but this doesn’t appear to be possible without usage of shaders. So instead, it’s calculated a bit differently: each light source has a raycast at its center that points to the player. How lit up the player is depends on how far the player is located from its center. It’s not the cleanest solution, but it actually works pretty well.

I’ve also added a listener to determine how much noise the player is making depending on their movement speed and the material they’re walking on. All of this will come into play after guards are added to determine if they can or cannot locate the player.

The highlights:

  • Added light and sound detection during night missions
  • Added tasks for night 2
  • Added additional dialogue and tasks for characters

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