Posts

Showing posts with the label top-down

SO:B game devlog · version 0.9.0 (build 49)

Squad Ops: Blackout Devlog · version 0.9.0 (build 49) · Godot 4.7 · Android + Windows A top-down tactical shooter about a small squad working a flooded industrial district at night. You are usually outnumbered, the map is dark, and the enemy has radios. The game is built to be won with information rather than aim: where the patrol is looking, what your footsteps carry, and whether you are standing in a pool of light. The stealth simulation is the core Bots run a four-state brain — patrol → investigate → combat → search — and the interesting part sits between “saw something” and “is shooting me”: a suspicion meter from 0 to 1 . Vision is a 95° cone while sweeping and 130° once engaged, out to 920 px. At arm’s length recognition is instant; at range the meter climbs for a beat, and that beat is your window to slip behind a container. Breaking line of sight drains the meter instead of resetting it,...

SO:B game devlog · version 0.9.0 (build 49)

Squad Ops: Blackout Devlog · version 0.9.0 (build 49) · Godot 4.7 · Android + Windows A top-down tactical shooter about a small squad working a flooded industrial district at night. You are usually outnumbered, the map is dark, and the enemy has radios. The game is built to be won with information rather than aim: where the patrol is looking, what your footsteps carry, and whether you are standing in a pool of light. The stealth simulation is the core Bots run a four-state brain — patrol → investigate → combat → search — and the interesting part sits between “saw something” and “is shooting me”: a suspicion meter from 0 to 1 . Vision is a 95° cone while sweeping and 130° once engaged, out to 920 px. At arm’s length recognition is instant; at range the meter climbs for a beat, and that beat is your window to slip behind a container. Breaking line of sight drains the meter instead of resetting it,...