Did some baby LD noodling by making an interior with a door and window in the metric level yesterday. Satisfying but climbing up and down it didn't feel like gameplay without enemies/stealth, and sadly I'm a little fearful for my motivation if I dick around in scripting AI right now.
So my shower thoughts told me to implement a high story concept in-world Gutter system, "Otherworldly Perception" (OWP). Which essentially is just the dynamic LD of the clockwork mansion or time travel levels of DH2, but way less complicated. Its a system to toggle different environment assets in and out of existence (visibility and collision).
There's probably way more gameplay-feel changes that would come with this, but for now I prototyped just the function to tag actors in a level and then with Level Blueprint scripts can toggle them in and out of "existence" yay.
Also Weebly was broken and not loading last night so I typed this now and will just post tomorrow when it's hopefully not broken.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.