Website powered by

EMF and Stress System WIP Update

This is a demo of these systems I've just finished making for my Ghost Hunting game
Things to note:
- EMF signal is sent from each actor, and degrades overtime
- EMF signal is distance dependent (nothing in place currently to consider obstructing objects)
- When actor event is fired, actor will stress the player out when viewed for more than x time (2 seconds)
- Actors that can scare the player are stored at the player level, so each player can respond differently based on what they see