Noise Hunters Devlog 23 - Discarded: Camera


Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!

Today we will see a discarded enemy in Noise Hunters!

As in every project, features are discarded in favour of end product. In Noise Hunters, with our several scope reductions and design problems we discarded the camera "enemy". This camera would function as conventional cameras in stealth games: if it detects something in its radius, it will follow it until out of sight and will warn nearby enemies of the presence of the player.


As anecdote, this enemy type was basically finished, apart from polish (like everything). It was 3D modelled in two parts, the body and the lens, this was made so the lens could rotate correctly in the body. If you notice carefully, the white part of the body is a sphere cut in a section, so for reference, the pivot of the lens is positioned in the centre of the white sphere. So when the lens is rotated in relation to its pivot, it will stick to white surface and rotate naturally.


The rotation is done by code, once the player is detected inside the radius the lens will look at the target, in this case the player. As you might seen in the GIF, the camera projects a light that indicates to the player its area of detection. This feature broke with the intention of not having any light and made the game extremely more difficult. Even though the camera was completely done and implemented in the engine, it didn't bring anything new to the gameplay and broke core mechanics, so we decided to remove it and store it in the chamber for future use, if we see fit.

Thanks for reading and don’t make any noise! 🤫

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Contact:

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Mail: noisehuntersgame@gmail.com

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