The echolocation effect has been changed again (see video below) to just show a bright wireframe when thrown. This makes the game feel darker and more sci-fi compared to the old effect which felt too bright and took away from the tension I wish to build. The ring now adds a bright tint to the expanding neon lines, watching them travel up the environment is very satisfying. The world is still mostly dark keeping with the themes of horror which makes the contrast of the bright lines more impactful.
https://www.youtube.com/watch?v=5vqcXCBpkso&feature=youtu.be
A basic environment has been built using modular assets created in Maya. I chose tight corridors as it is clear what way the player can go even when they can only see a small area of the environment as opposed to an open area where throwing a ball object would only reveal a small area which may just be flat ground which gives the player very little information. I also added a closet that can be opened or closed using a button so the player can hide from the enemy inside. The bottom was made an emissive blue that can always be seen, this helps the player find it in a hurry and makes it clear it is something important.

The new AI Patrol System is now implemented which allows me to have greater control over the order in which the AI moves between patrol points. This should allow me to create better enemy encounters where the player will have to think tactically in order to find a way around the enemy.
https://www.youtube.com/watch?v=U8rqpxr-rVQ&feature=youtu.be