Developer: MichaelByte
Build Duration: 48 hours
Game Jam: Canadian University, Egypt (8th place)
Core Gameplay Mechanics :
- Player Movement & Mask System
Implemented a basic player movement system with an expandable mask system, allowing equipping/unequipping masks with a button and switching between multiple masks. Each mask represents a distinct state, controlled by Boolean variables to ensure only one mask is active at a time
- State-Driven Visual Feedback
Mask states dynamically update player and mask materials, providing clear and immediate visual feedback without relying on additional UI elements
- AI Perception System (Vision & Hearing)
Enemies use a
vision and hearing system to detect the player. When the player enters the AI’s perception range, the system evaluates the player’s mask state, adding a tactical stealth layer rather than direct confrontation
- Mask-Based Enemy Behavior
Enemy behavior is determined by comparing the player’s current mask with the AI’s expected mask. Matching states result in no action, while mismatched states trigger a Behavior Tree to attack the player. This system supports stealth gameplay and rewards strategic player choices
- Dynamic AI Typing & Scalability
On spawn, each enemy is assigned a random type (Red / Blue) using a simple variable. This makes the same AI Blueprint reusable and scalable, allowing easy addition of new enemy types or masks without rewriting core logic
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