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 & Explanation | Design Philosophy |
- 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. | |
- 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 | |
- Force the player to explore to obtain the Key - Symbolize different layers of Security/Difficulty in the Level | |
- 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. | |
- 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 | |
- Challenge the player in a different way. - Force the player to look for different solutions to those against the other enemies. | |
- 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. | |
- 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. | |
- 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. | |
- 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 | |
- 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. | |
- 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) | |
- Main Objective of the Level |
Get A Recipe for Disaster - Stealth Level
A Recipe for Disaster - Stealth Level
So, you want to be an Agent? We will first have to examine your skills, before we can recruit you for our business...
Status | Released |
Author | Lionel Backes |
Genre | Action |
Tags | 3D, Exploration, Game Design, Sandbox, Short, Singleplayer, Stealth, Third Person, Unreal Engine |
Languages | English |
More posts
- Applying some Polish - Devlog #7Apr 16, 2024
- Ladies and Gentlemen, we have Gameplay! - Devlog #5 & 6Apr 16, 2024
- Designing the Set Piece - Devlog #3 & 4Apr 16, 2024
- Designing a Stealth Encouter - Devlog #1Apr 16, 2024
- Reworking my Old Stealth Level - Devlog #0Apr 16, 2024
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