Cyber Commando:DevBlog7: Sneaky Sneaky
- Jack Leatherbarrow
- Feb 24, 2024
- 1 min read
With all the features added to Cyber Commando so far, there was a fundamental part of my project that I hadn't considered. I needed a stealth mechanic for the game so that when the enemies aren't aware of the player's presence they have the ability to deal with them quietly. this involved a few steps which I had not come across before. Firstly being motion warping animations. These are animations that move the character's position in the animation. For example, flying. In This case, I needed a stealth takedown that would feature the player character and any enemy that can be stealth assassinated. there would need to be future tweaks and additions to states etc but this is what i was able to produce as a prototype.
In order to achieve this, I used a separate interface for assassinations so that any future enemies have the same functionality. Then it was embedding this interface into the enemy and making sure the player can communicate with it.
The Assassinate interface features a return node for the vector of the location and a rotation node to update both characters facing the correct direction.

This is then interacted with the player, example below:

In the next update, I will need to arrange it so that the trigger zone of the assassination is only available when the player has not been spotted. also, check all variables to make sure it works consistently.

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