Jacob Mills

Freelance Level Designer

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The complete field of view implementation, as of Friday evening, before restricting the view to a certain angle (animated)

Week 3

The complete field of view implementation, as of Friday evening, before restricting the view to a certain angle (animated)
Week 3
The complete implementation, with a restricted view-cone, being shown in a test level (animated)
Bad mesh caused by the rightmost wall being slightly misaligned
Bad mesh caused by the rightmost wall being slightly misaligned
An attempt to reproduce the bug after the thankfully quick fix. Debug info shows the vertex indices in the view mesh.
Debug information on the view mesh.
Debug information on the view mesh when looking at more walls
Debug information on the view mesh when looking at more walls
The start of the game
First enemy encounter. This enemy is trapped, in order to introduce the game concept to the player relatively stress free.
The enemy has moved. Enemies only move when out of the field of view.
The first corridor
The second corridor
View into the first corridor
Alternate view into the first corridor
The second enemy
The second enemy has moved. Enemies are invisible until they enter the view cone and stop moving.
The field of view on walls at the end of the level
The win screen, showing the entire level layout, with enemies in pursuit.
The pathfinding gridgraph, showing possible routes for the enemies, on the final level.
Showing the field of view mesh in the editor (animated)
Posted on November 18, 2020 by Jacob Mills.
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