Hello everyone,
I’m the sole developer on “Project 11”, a first-person horror/escape experience on Roblox that blends immersive stealth mechanics with both story-driven and free-roam exploration.
I’m looking for feedback on my NPC/entity system, their behaviors, and any bugs you encounter.
What I Have So Far:
Universal Entity Framework
Every NPC is controlled by a shared, customizable system. The parameters cover senses, movement, and interaction. I can tweak each entity’s configuration to enable or disable abilities like:
- Sound detection
- Sight tracing
- Scent tracking
- Vent travel
- Pathfinding
- All of the Above
Current Entity Types
Blinder: Relies on sound and scent only; excellent hearing. Crouching or staying still reduces detection risk. Actions like walking, sprinting, flashlight use, and tracker beeps create noise radius. If a noise is made too close to the entity, it will start a chase. Holding Breath is recommended when it’s near due to its sensitive hearing.
Watcher: Relies on sight, sound, and scent; Hearing is inferior to Blinder’s. Can see about 100 studs away. Hiding in lockers can prevent Watcher from seeing you. Travels through vents, a loud thud is heard from the vent is about to come out of.
Smiler (New): Attacks in the dark, doesn’t come into the light. Emits a soft ambience upon presence. “Attack Region” is marked by yellow tape.
Note: NPCs cannot smell the player currently due to the player not having a scent or way of gaining a scent.
Place: NPC System Test - Roblox (Currently Private)