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Found 2 results

  1. Video I purpously didn't put nodraw texture on elements that should finally be invisable, so you can see what is happening. At the white wall: A horizontal slider setup with a "mover_elevator", to control horizontal motion. From the button on the pillar, you trigger a trigger_sequencer, to have the slider go to the next stop. It has a "set frobable" function to ensure each stage is completed before all is triggerd again. The red blocks on the wall are the actual elevator buttons. When you frob one, the slider will go to that position. This wil f*ck up the working for the button on the pilar however, but it shows how it works with a (simpler) multiple button setup. (This setup is quite compilcated and the "door stack" method, on the black wall, might be more usefull and simpler in most cases (I think). A rotating star that rotates 45 degrees and then stops. It uses a custom Stim/Response to make it stop. The Stim is in the little green cube, the Response in the little red cubes (select one cube > Entity (top of the editor window) > Stim/Response ). This setup wil have you rotate something in the same direction, 45 degrees each time, endlessly. At the black wall: The "genious" door stacks : D One is a rotating setup, the other a translating setup. The botom door binds to nothing, the door above binds to the botom door, the door above that binds to the door below it etc. Because everyone understands doors, this is a very easy way to create "complex motion". Of course you can have one door rotate, the other translate, an other rotate on an other axis etc. Is there even a limit to what you can do? Yes, it can't do what the black star can do ... ^^ Questions? Ask them. Motion.map
  2. 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.
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