>>2842130Yeah it would make more sense, the thing is there's only so much time and so much work required to implement it.
>But, if the Player isn't nearby, then she'll try to sneak out and look for Clothes which may, or may not be laying around for the taking.How will she look? Just randomly pick a position on the level and walks there? Why's she swimming in the pool naked now? Why is she able to detect clothes on the other side of a wall? Oh I'll need to implement a more complex approach where she can see any clothes immediately nearby and and also check for clothes that are within eyesight some distance away. Why is the game performance struggling as its constantly ticking to grab a list of objects nearby and checking if they're of type clothes? Guess I need to use a timer.
>the Player can hit E to "Call out" to the Girl, which would make her freeze up from the shock of someone shouting to herHow does the girl 'detect' the player called out to her? Is it a raycast from the player? An area of effect around the player? How does that fit into the prioritization with her other behavior tree logic? Do I need a new state for being "noticed"? Why does she stop and not run faster? What conditions does it take for timeSpentWaiting to reset or will she never stop again?
>I think adjusting those two things might make things more interesting. But I'm not the dev, so I couldn't be certain. This is probably just a thought experiment in the end, either way.It would be more interesting, it's just work and iteration to get it work while not breaking any other existing systems, and requires some reaction animation which needs some animation state changes (or at least an icon above her head), etc.
What I'm trying to get across is that I agree it would be better, a lot of ideas could be added would make it better, it's just time consuming and draining, none of these are particularly hard problems it's just death by 1000 papercuts, and I'm already burnt out.