Implementing the Stealth Mechanics - Devlog #2


Stealth Mechanics Design & Implementation

Today, I'm showing off the bulk of the Stealth Mechanics that were implemented over the past week. They have been mentioned in the Video in the previous Devlog, however I want to take  this opportunity to focus more on the Design Philosophy & Intentions behind the mechanics, while this weeks video mainly covers the Technical Side of things.

Mechanic & ExplanationDesign Philosophy
Crouching
- A way to let the player hide, while giving them the freedom to decide where they want to hide
- Slows the player down, so that there is a risk/trade off to using it. 
Unlockable Doors- Present the player with a Goal to achieve/pass
- Force the player to explore to obtain the Key
- Symbolize different layers of Security/Difficulty in the Level
Keycards- Force the player to explore to obtain the Key
- Symbolize different layers of Security/Difficulty in the Level
Guards- Main Enemies of the Game
- The 3 main different Loops: Patrol, Alert & Chase, make for dynamic gameplay.
- Chase & Alert loop also punish players for making a mistake, but still surviving, and give them an opportunity to calm down.
- Main Stressants for the player.
Employees- A lesser threat to the player
- Threaten the player in a different way
- Challenges involving these can be more difficult, as the outcome if the player is spotted is not: Immediate Chase or Loss
- Can create even more stressful situations than just being chased,
with multiple Guards breaking the players plan, and converging towards to the spot the player was just spotted at.
- Thematically fitting & give life to the level
Cameras- Challenge the player in a different way.
- Force the player to look for different solutions to those against the other enemies.

Hiding Cabinets- Stationary Place to hide in, wait for perfect opportunity to pass challenge.
- Place to retreat to & calm down in case they were spotted/chased.
- Player is invincible in here, to give them a place of total safety to calm down, as long as they want/need, enabling them to play at their own pace.
Crowds- A different kind of cover
- Serves all the same functions that normal cover does,
but the player can pass through/stay inside and be covered from all sides.
Distractions- A tool to bypass Guards & Employees
- Not required to finish Level, merely exists to facilitate beating some Stealth Encounters. 
- Can also be used as a "key" to unlock some Shortcuts.
- Force players to invest extra time into finding Distraction Pickups, to then reward them by making some later challenges easier to beat.
- Reward Exploration
- Force the player to plan ahead before using Distractions:
If they use it now, they will have to either look for distractions later,
or they will a harder time with a challenge later.
- Does not work on Enemies in "Alert" - Loop, so that the player can not "skip" punishment for making a mistake.
EMP- A tool to bypass Cameras
- Not required to finish Level, merely exists to facilitate beating some Stealth Encounters. 
- Can also be used as a "key" to unlock some Shortcuts.
- Force players to invest extra time into finding Battery Pickups, to
then reward them by making some later challenges easier to beat
Battery Pickup- Enable & Limit the use of the EMP
- Reward Exploration
- Force the player to plan ahead before using the EMP:
If they use it now, they will have to either look for battery pickups to recharge the EMP later,
or they will a harder time with a challenge later.

Pipes- Quick/Instant means of transportation between elevation levels
- Reward Exploration with a Shortcut
- Access to roof. (Should there be gameplay added to the roof in a future version)
Recipe Safe- Main Objective of the Level

Get A Recipe for Disaster - Stealth Level

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