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Showing results for tags 'features'.
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So, I'm working on a stealth game prototype in Unreal Engine 4, and I although I have a pretty solid idea of the gameplay mechanics I want to implement in it, I'm curious what other people might want to see in their 'ideal' stealth game. Currently, I have the following somewhat-extensive list of features in mind, aside from the obvious light measurement system: Manual movement speed and stance adjustment via mouse wheel scroll. (See Splinter Cell 1) Increasing movement speed increases the noise you make. Analog leaning via a modifier key and mouse movement. (See Joe Wintergreen's stealth game prototype) Analog door, handle, switch, latch, window and lid manipulation via a modifier key and mouse movement. (See the Penumbra Trilogy) Size and weight-based inventory, where the more items you carry, the louder you are when you move. True first-person perspective, where you can see your character's body. All inventory items are physically represented on your character, and collide with the environment. The ability to climb, mantle, vault, shimmy, hang from and drop down from just about anything you could in real life (all the way down to ledges approximately 2-5 cm deep.) Realistic knock-outs, where the victim is only unconscious for a few seconds to a minute. The ability to tie up (and possibly gag) an unconscious victim. Body dragging and carrying. AI that will search under furniture, in containers and above their heads to try to locate the player. A toggle-able free-look, where the player's view is independent from where their body is facing. Fit through any reasonably-sized gap in fences, gates, railings, etc. Regulate object throw type and throw strength via left or right mouse button and button hold time. A static map and a compass as usable inventory items. Simulated or semi-simulated lock picking. Leaning against thin doors and walls allows you to hear what's on the other side. Obviously, a lot of these features are subject to change based on how clunky they turn out to be in practice. But now that I've put out my list of ideas, I'd like to hear from you all what you'd want to see in a new stealth game. I'm open to any and all suggestions, comments and criticisms, since I'm only just now beginning to prototype the game.