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Showing results for tags 'stealth'.
In less than a month the new game featuring Styx is supposed to be released. Somebody already mentioned the game somewhere here, but as it looks damn promising, I think it deserves its own thread. Here is a trailer. http://www.youtube.com/watch?v=MyjVXu1ntfk And here is some gameplay footage. http://www.youtube.com/watch?v=PmBUHoVHsIc It's on preorder sale with 20% discount on Steam right now.
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.
So I'm sure Sotha can predict what I'm about to ask, but has anybody had luck pick pocketing a constantly moving target holding a lamp on, say, grass without actually messing about with his AI? No jamming him, no distractions, no loss in stealth score. I'm finding it insanely difficult, which isn't a complaint, but I'm wondering if anyone has had any success in this area.
Ok. 2 scolars are absent due to illness, so I got time to fill up until the next one arrives. Which stealth games do you know? Here are my favorite stealth- and stealth-action games: Some of them are not stealth only but leave it up to the players choice to play it that way. Thief 1 / 2 / 3 The Dark Mod System shock 1 / 2 Assassins creed 1 / 2 / BH Splinter Cell Oblivion Skyrim Far cry 3 crysis 1 / 2 / 3 Stealth Bastard Monaco: Whats yours is mine Announced: Thi4f Middle-earth: shadow of mordor (in development) Routine (in development) Alien isolation (in development) Any more suggestions ?