Devlog 3 - Day 3: 11/19/25


- For now, I have decided to just focus on a working main game loop, so I am currently no longer using the navigation and path

nodes, but instead a much simpler version that just glides to player when chasing and glides to zones when not, but the

problem is that when running to far away, the guard collides with stuff and gets stuck, so in the future, I may come

back to figure out the navigation system. Also just no patrolling.

- Created global PlayerStats script to watch player health.

- Touching patrol guard now damages the player.

- To make more room for buildings, had to either decrease buildings, players, and bush sizes, or increase tilemap scale.

I did the latter option, by increasing the tilemaps by 1.333333, 

from 0.3 for the BaseMap to 0.4 and from 0.15 for the Trails to 0.2.

- Made Area# Node2D's for each area of the map, then put them inside a Node2D labeled Areas, finishing the map layouT,

total of 8 areas.

- Made Zone# Node2D's for a couple zones of patrol guards for the map, then put them inside a Node2D labeled Zones,

total of 4 zones with a total of 10 patrol guards. Each patrol guard also has an individual parent Node2D for

sending them back to their individual stations when not chasing the player.

- Made bush system where if the interact button (enter, space, or E) are clicked it does the following:

If player is near and guard is not, player can interact and enter bush.

If player is near and guard is near, player can't enter bush.

If player is not near, player can't enter bush.

- Ran into a bug when added multiple bushes to scene, but fixed by adding a active variable in the bush script, and

removing the player_near in the interaction hiding if statement.

- Overall, the map should be complete with all the bushes, tilemaps, and buildings. All patrol guards are added, just

need to add villagers, so I can finish the gameplay loop by adding in the murderer after that.

- Implemented villagers and their random wandering and panic mechanics.

- Scattered 22 villagers around the map.

- Created murderer scene with all needed nodes and blank script.

- Created Points Node2D with a sample of 3 Point# Node2D's, with a global Points.gd script attached, which I will

use for making the movement AI for the murderer. But I am struggling with it right now, and it has been a long

day with a lot of work done, so I shall take my leave for the day and return tomorrow to hopefully finish the

murderer AI; therefore, finish the main gameplay loop, in which I will then be able to start working on cutscene panels,

UI, main menu, multiple endings, music, sound effects, and polish in general.

Get The Accused Reverend

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