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Games Cybill Shade: Darkhound

Discussion in 'Works In Progress - Archive' started by Bulslayer90, Dec 10, 2018.

  1. Bulslayer90

    Bulslayer90

    Joined:
    Dec 24, 2012
    Posts:
    40
    After a few years of learning Unity, blender and coding i can finally say this little game of mine has finally made head way. https://www.humblebundle.com/g/shade_darkhound

    The game is currently set to release fall of next year. Sounds optimistic i know but how i've tackled level design allows for this. For exception of inventory the games major features are working. Now its just asset building.

    I have tackled AI a bit differently. Most games tether enemies to the player where as my baddies are 100% un tethered. This means they do not use a refference to player location to find the player. Using unitys nav mesh system i have avoided nav markers, enemies roam to what ever random location on navmesh they chose.

    Will hopefully have a new video out soon.
     
    Last edited: Dec 11, 2018