Stealth/puzzle platformer in a nordic setting.
Hide from monsters in the dark as you make your way through each level following
the journey of a young child reliving the tales of their grandfather's old bedtime stories
A small snippet on how the patrolling works, a designer can choose to have the AI patrol and wait a certain time at each waypoint or continue instantly to the next waypoint. The waypoints have their own waypoint wait time that can be set individually.
The perception system works as follow, the script grabs the player's collider and puts it in a list, the script checks if the player is in the fovAngle which is visualized as green and can be seen above in the demo, it then checks if the player is standing/trying to hide or is crouching/hidden. Depending the condition the AI's detection meter starts going down, giving the player time to hide if detected.
A small script that I made by requests of the 3D artists and the game designer to speed up playtesting and setdressing. The script teleport the player to a assigned location that can be set in the unity inspector.