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Foolproof Heist
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Devlog
Devlog #6: Character models, stealth logic refinement & indicators
April 20, 2025
by
IglooSquid
This phase of development has been focused on refining and tightening existing logic primarily around enemy detection behavior, to make it more readable, intuitive and reflective of what the flow of t...
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Devlog #5: Enemy detection, LOD swapping, obstruction fade-out (0.6.0)
April 14, 2025
by
IglooSquid
Another big update completed – version 0.6.0 introduces logic for enemy line-of-sight, logic for handling detecting player pawns, a dedicated animation that plays on detection (which also doubles as...
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Devlog #4: Version 0.5.0
April 06, 2025
by
IglooSquid
Version 0.5.0 is complete – since the previous bigger update, I've added a new, less rudimentary prototype level with some basic environment props, added a second enemy unit to verify individual ene...
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Devlog #3: Catastrophic iCloud interference & core loop implemented
March 30, 2025
by
IglooSquid
Version 0.4.0 is done! Progress was slow for a while this week, because of repeated manifest.json corruption issues and a comically intense Unity Editor slowdown problem, compounded by an inexplicable...
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Devlog #2: Polishing core systems & building foundations
March 23, 2025
by
IglooSquid
This past round of development was all about laying the groundwork for more complex mechanics down the line. Major Features : Timescale System: Players can now pause, slow down, or speed up time using...
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Devlog #1: A foolproof beginning
March 21, 2025
by
IglooSquid
Welcome to the devlog for Foolproof Heist — my first solo game development project about stylish sabotage, strategic sneaking, and stealing absurd items like “The Tip of the Iceberg.” This is my...
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