INFILTRATION
Few months ago, some friends came and tried the prototype level of infiltration.
At the time, it was pretty basic. Some corridors and room with a specific objective to reach then escape. So we shared a drink and discuss about how to enhance it. Here are the two main ideas :
-1) As the main enemies are Cyborgs, create a room full of robots and put them in charge. Create a system that make the patrolling robots need to charge. When a patrolling robot need to charge, a charged one is sent and the low battery one come to charge. To this, I added the fact you can loot the charger for electronic parts if it's empty. At the risk of one of them being activated.
-2) Make a level where your enemies are in a room and the player need to go there. To do so, the player need to enable a disabled door. Doing that will affect the pattern of the enemies and change the patrol point.
While the idea was good, it was always the same action to do resulting in the same path to take. So I make it a little more depth. The level is now a big room with three point to reach (Server that disable cameras during fight and prevent the mysterious humanoid to learn your moves).
Those servers are hidden behind moving walls. Those walls can be moved to change the air cooling this big room. By using different wall positions, new path will be available for the player, but for the enemies too. It became a nice balance between infiltration and puzzle.
The player need to find the path to reach the servers.
The two ideas are meant to work together. Meaning the active cyborg patrol in this level - once at low battery - will call a new cyborg. If a player is spotted, the cyborg can call for reinforcement too.

