Vended - Rebalance and weird ai


Update 2 - ai rebalancing.

I took an odd approach when designing the vending machines movement... it uses a spring joint which is attached to a navmesh agent.

so essentially the monster is being yanked around by an invisible entity. I did this to make its movement feel poltergeist like, erratic and more violent. The downsides to this is that its very hard to balance the movement... If I set the spring joint to be too weak the vending machine kind of just gets dragged on its "face" which isn't scary, and if I set the forces too high it becomes a literal missile, making it feel impossible to win.

and this has been a point of complaint, so bare with me. The game is supposed to be difficult to win, but making it too unforgiving will cause undue frustration for all you players, and I do want to get this just right. I think I'm in the ball park of the right values. but a word of advice, if you see the machine, just run immediately, or you will very likely die.


changelog:

  • slowed down the vending machine slightly.
  • increased player stamina.
  • fixed kill animation error.
  • reduced breathing sfx volume.


Thanks for reading!

Files

Build 4.3 - Rebalance.7z 759 MB
13 days ago

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