I am a huge fan of stealth games like splintercell and metal gear solid. Every stealth game should bring more options then just one when you are in a situation of needing to progress to beat the level. For instance I need to by pass a door, I could try hack the keypad but be more risky and take more time or I could unscrew the vent and enter by that. Along with things on that dont make it to easy or to hard, in situations like this.
I could go on for days about this, but that is a few things I would keep in mind
It really depends, Will you be adding a score system such as if they can stealth past a guard you get more stealth points. Related to Splintercell I have been rank 1 in the world on there leader boards with their missions. I would like to talk more about your game and your questions so I will PM you
Punitive : I expect from a stealth game to be really punitive, and make the player understand that he has no chance if he goes the âhard-wayâ. And if he do, then he have no chance of survival. Fair : If the player is spotted, it must be his own fault, there is nothing more frustrating than an unfair game. For exemple, AI spotting you because you hid behind a box which apparently cover your whole body, but the collision box does not concur, so itâs like the AI can see through the box. Or when an AI hear you because you made some noise 2 floor below (it happened to me in Deus Ex) Make you awesome : The game have to give you chance to be an awesome and daring stealth ninja of the death. The level design has to propose you some path which may be difficult but really cool to take. Path which make you say : âThere is three guards, itâs nearly impossible, but I can do itâ⌠Ok, I donât have any exemple right now and It is maybe not very clear. But if I had to say an exemple it would involve : diversion, throwing shuriken, wall runing, and maybe some unicorns.
These three topics summarize a stealth Game, Navezof. We are working on that.
One of the features weâre thinking of, is the possiblity of crafting items. Then, you can interact with the environment and items to find an unique path.
For example: you can mix a Taser with a piece of wire to create a âEletric Wireâ to help you distracting the enemies.
Or you can use your crowbar to open and go through the ventilation tubes.
The idea you have of crafting items, I believe, is a great idea to put into your game. Makes the player make use of all his/her surroundings. I also think that killing should only be necessary if it is a last resort. Dishonored had achievements for not being spotted and/or killing enemies. Hope to hear about this game in the near future.
The focus of run is to solve the puzzling levels. Interact with the environment, items and other NPCâs (not enemies) to pass through each level.
As you said, killing a guard will be only necessary if it is a last resort.
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Youâll be updated with news and more info about the game development
I thought Dishonored did that great, while you could kill guards and civilians to make it through, it actually increased the plague levels throughout the rest of the game. So you were effectively making the end game harder and harder the more you resorted to killing. The punitive punishment wasnât in the now, but it was something you were aware of and affected game play.
I love stealth games. Although I do not have any feedback on the topic, something did catch my eye though on the website. For some reason the first sentence doesnât flow very well, I suggest maybe changing it to: âRUN tells the story of a man called Isaac Wain, who/whom(?) is falsely accused for the murder of his wife and daughter.â I got stuck on it because I can usually skim past sentences fast, but I had to reread it to get the context.
Maybe a little off subject, but there is an article about stealth game on gamasutra. Itâs kind of a light analysis of a stealth game. In case someone is interested.
I would like to emphasize the importance of never breaking immersion! You should work hard to make sure that nothing ever seems out of order. For example, in many stealth games you donât have to ability to hide bodies/your tracks and when another guard approaches they never take notice of the missing guard and/or its dead body lying in plain sight!
Another thing to make sure of is that guards react appropriately to player actions, for example sounds. Guards really should take notice if you go blazing your rocket launcher around and not just be alert when you are sighted. Some advanced stealth games may also take in other factors such as smell, shadow movements etc. Proper AI is key as stealth games are generally based around important AI behaviors.
It all depends on the game though but immersion in stealth games is super important
Are you using AI Behaviour Trees? and is your AI designed using EventTick for his Line trace?
I like the design, I need similar AI for a horror game, but It will require more advanced Pathing and Navigation, but I was curious to other peoples designs as to detection, and you also mentioned sound; Any idea how you plan to implement that as well?