Devlog #3


Devlog #3

Game Over screen - when the player is caught

Victory screen - when the player escapes

Progress Update

This past week, we've made solid progress on several key systems and features. Most notably, we finished reworking the enemy state machine, which now includes four distinct behaviors:

  • Patrol: The enemy picks a random point on the first floor and moves towards it. Upon reaching it, a new point is selected.
  • Searching: When the enemy hears a noise, it moves toward the nearest point to the sound source.
  • Hunting: If the player is seen, the enemy chases them until they exit the field of view.
  • Waiting: A transitional state after searching or hunting. If no target is found, the enemy waits for about 5 seconds before resuming patrol.

We also cleaned up unused files and disorganized code, implemented the memory mechanic with the latest assets, and added a complete win/lose system.

The game now has a functional flow: the player begins on the second floor and must find a way to reach the main exit to win. On the first floor, at least two enemies patrol. If caught by one, the game ends.

We've also created UI screens for both the victory and game over conditions.

And our final feature added is couple of background sounds and a specific sound for when the enemy enters the hunting state.

What's Next?

Here's what's coming up on our development roadmap:

  • Create a main menu and pause menu
  • Refactor the second floor to make it more realistic
  • Design a small puzzle-like minigame involving a grabbable key to unlock the main entrance
  • Add a custom theme for all UI elements to enhance visual consistency

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