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Lamentum is a pixel art survival-horror game that takes place in New England in middle of the 18th century. You will play the role of, Victor, a young aristocrat looking desperately for a cure for a rare disease. The game will focus on the exploration and resolution of puzzles, but without forgetting the action and combat.

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Dev Log 5: AI system



During the last few weeks we have been advancing in the development of the game and we have been focusing in the development of different AI for the monsters of Lamentum.

Mainly, the AI of the enemies is programmed like a state machine that it could split in three:
- Normal State
- Alert State
- Combat State

In the Normal State, the AI will have a patrol route defined by the map where it will be. When the state changes to Alert State, the AI will have located to the player and, depends of the type of monster, it will seek to reach to the next state, the Combat one.

Both to patrol and to reach to the player previously located, the AI must be able to find a valid path to reach to his goal.
To get this, we have developed a pathfinding based on the testing of colisions.

To do these checks of colisions, must be defined a volume for each AI, we like very much this, due to our monsters have varied sizes (since little monsters to humanoids and others big and fierce ones xD).

According to this volume and to avoid that the monster was trapped somewhere without knows how escape and goes out, we draw two triangles of 45 degrees in base to this pivot, pointing to the possible directions of movement, after the result, we do the testing of the colisions in base to these triangles.

The reason to use two triangles instead of only one is simple, the corners, each triangle informs us of the possible colisions that can have in its zone.

We like the result and we believe it's right for the monsters of the game, which we don't want that always search the best possible path, but that they will be able to avoid obstacles.

In the beginning we considered programming an algorithm A* search to the pathfinding, but according to the different possible volumes of the monsters and the fact that our stages aren't completely based on tiles, we discarded it.

Dev log 4

Dev log 4

News 1 comment

Hi!! After the release of the trailer we are focusing on the development of the map and the enemies. The material we are showing is in development and...

Lamentum - Reveal Trailer | Pixel Art Survival Horror

Lamentum - Reveal Trailer | Pixel Art Survival Horror


Lamentum - Reveal Trailer | Pixel Art Survival Horror.

Dev log: 3

Dev log: 3


Dev log 3 Hi world! In these last weeks we have come a long way and we have many news that we would like to know what you think. 1: Quick access buttons...

Dev log: 2

Dev log: 2


Hi world! We are very happy with the latest advances we have added to Lamentum. This time we have focused on gameplay system and enemies.

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Dev Log 5 Obscuretales.com

Jul 11 2018

Dev Log AI: Patrol + Dodge Obstacle Youtu.be

Jul 8 2018

We're developing an AI routes system for Lamentum. #gamedev #gamedesign #unity #indiedev #Unity #WIP #EnemyAIT.co

Jun 29 2018

Lord Clayton playing his violin under a statue of Erato #gamedev #gamedesign #PixelArt #indiedev #Unity #indiegameT.co

Jun 26 2018

Working on the map of the mansion of Lamentum, we have more than 30 rooms ... We love it :) #gamedev #PixelArtT.co

Jun 13 2018

Working on the collisions of the room. #gamedev #PixelArt #indiedev #madewithunity #indiegamedev #gameartT.co

Jun 12 2018

Dev log: 4 Hi!! After the release of the trailer we are focusing on the development of the map and the enemies...… T.co

Jun 10 2018

We believe that the details are important :) #screenshotsaturday #gamedev #PixelArt #indiedev #madewithunityT.co

Jun 9 2018

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