Daedalus – SitRep #5

Arriving a day later than promised, here is this week’s Daedalus update! We’ve been recording videos of the game to flesh out the state of the game so I will be linking to those as soon as they go up throughout the next few weeks.

In terms of progress, we have a new light/shadow detection meter, area information, new jeep vehicle and additions to AI behaviour.

Light/Dark Meter

We’ve added a Splinter Cell/Theif esque light detection system which allows players to hide in shadows. The number in the top left of the screens above shows how illuminated the player is. Unlike Thief or Splinter Cell, this will play a more subtle role in the game as the player is relatively small (compared to a human) and so remaining completely out of sight will be the main way to avoid detection. Shadows will be another tool in the player’s arsenal to avoid detection.

UE4Editor 2014-08-23 16-55-46-89 UE4Editor 2014-08-23 16-55-10-27 UE4Editor 2014-08-23 16-54-57-77

New vehicle – Jeep

UE4Editor 2014-08-23 17-01-26-10

The jeep is the fastest vehicle we have planned, it can be used to very quickly cover large distances. There will be variants of the jeep that include weapons etc, at the moment this is the standard transport jeep. In terms of being disguised as a jeep, the player will not necessarily be able to enter areas that a cargo truck can, but can evade security much more easily.


AI Improvements 

There have been some significant steps forward with the AI behaviour. At the moment, this is all being set up with the Guard Dog but we are at a point to begin setting up human enemies that can hear and have more individual quirks. The AI currently:

  • Patrols waypoints that the level designer has placed. These are designated to areas, so for example a guard dog may be told to follow the “control room” waypoints. This can allow for other guards to take up a patrol if one is subdued as they will be instructed to follow the “control room” waypoints.
  • Investigates moved objects. If any objects have moved in a room that shouldn’t have (designated by the level designer) then the AI will investigate them. If this keeps happening with the same enemy it will slowly raise their suspicion.
  • The AI pursues the player through the environment, and will fire at the player if they are within range.
  • If the enemy loses sight of the player they will immediately go to their last known location. If the player is seen to enter a room that the enemy knows it can patrol, it will enter and search the room.
  • Objects and spaces can be designated as likely hiding points the player could use, if an AI is searching an area they will prioritize these spots in their search.
  • Cameras now report the location of the player to the nearest enemy, who is then sent to find the player
  • Lasers will do this as well, but can lock down objectives and eventually doors etc.
A guard dog searches the room for the player

We will be uploading videos soon which will be able to cover the AI behaviour in more detail, so stay tuned!

Area Text 

Another addition is area text, this is simply a message at the top of the HUD that tells the player where they are, for example “security room” or “elevator shaft”. This will help with informing the player where they are and also should help in multiplayer games when describing areas, or in the singleplayer story if a character refers to an area.

Thanks for checking the blog! The next update will be on the 30th August (hopefully).

Published by

Jack Bognar

Designer at Prospect Games

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