Devlog #1 Find The Killer - demo


 It has been a fun journey creating this game. At first, I took inspiration from Where's Wally illustrations and used some building assets to apply the color palette from those illustrations, and I thought it worked well. I incorporated day and night cycles where the lights would turn on at dusk, and I started implementing navmesh for the paths of the characters moving around the map.

The most challenging part was making sure that the appearance of the killer (both in appearance and location) was always different. There are elements that are completely randomized. The location where the victim will die after some time if you don't find the killer is also random. But to ensure that the killer knows where to kill the victim, those two scripts share information about the waypoints they are heading towards. Each killer and victim are always different (randomized materials from a list ensure this). Except for the arena mode killers (the 4 later ones), for now, I have chosen to use the same ones but with random appearances.

After that, I decided to create a credits system where you could see all the killers you have found entering the jail. For this, I created a file where the list of killers is stored, and you can see them entering the jail one by one. This feature is disabled in the demo because it was challenging to make it work in the browser due to file-saving paths. It was a detail that took quite some time, but it allowed me to learn all about saving systems in Unity.

I spent some time fixing bugs in the scenarios, trying to optimize... I even had to delete characters (maybe I still have to do it) because apparently having multiple navmeshes at once consumes a lot of processor resources and unfortunately makes the game run slow on many devices.

These FPS drops also affect the button system, so temporarily in the demo, I have set automatic level restarts after 3 seconds when you lose.

I hope that despite these inconveniences, no one will have any bad surprises with the game and can enjoy it.

Another highlight was the camera management. Since each character carries the camera switch script when you click on them, when a killer changes to another one because you found the previous one, the new one has to have a new tag, and the previous one disappears, so various tags control this. Camera management could be a performance issue, and indeed, when I compiled the game, strange things happened that didn't occur when playing the game in the Unity editor.

The most enjoyable part was when I had a functional scenario and realized that it was replicable, allowing my imagination to soar and create new scenarios. And it happened! Farms, the water map, and more. Initially, I was creating cities, but after making farms, I saw it clearly: cities didn't work well, so they're not in the demo. Having tall buildings means that the killers can hide behind them for a long time without the player being able to find them, which makes the game more frustrating. With farms, things change because they are mere obstacles that do not prevent an active search for the objective.

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