@sciman101 Valid points. Obviously I'd loved to have provided a lot more polish. Doing this solo I had to make compromises at every step as to how polished I went on each feature;you'll see below that the feature list was huge. As for Bob's control, you're not really controlling him. The mechanism of his control is more nuanced, but not where I eventually want it to be. For one, I had some difficulty with the navmeshagent not wanting to path around obstacles, so I had to settle for simple pathing. Probably another hour to iron that out would have been good if I'd had it. /Sigh
The Bob AI itself, as well as Tom's if you find him, is based on a limited memory of time-attenuated sound strength. So the effect of a larger box on his attention will get less strong the longer it has been since he heard it. Also, when he arrives at a sound source that turns out to be just a box, he forgets it happened. On top of that, he has a radius in which he can hear things. Also important to bye that a small box landing may not be strong enough to distract him if he recently heard a strong sound. Pushing boxes also make sounds and is most effective on small boxes.
The features yet to be implemented are: * corrected pathfinding * a display showing the size of the next box and the one after that * notification of win state * box tossing instead of dropping * wider hallways by a meter * more sounds * more trap types * ambient soundtrack * more furniture and fixtures in stores * more animations including run, feed, attack, etc * dynamic random starting Bob and Tom positions * random mall configurations * noise meters showing the noise effect Bob hears, so you can intuit his reactions more easily
I knew I wouldn't hit all these in the Jam, but if there's enough interest in the concept, I may expand to the full game feature list. I had a lot of fun building this, and hope someone will eventually catch the humor in the story and gameplay. 🤫