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tetsuya_shino



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8th August, 2010 at 10:23:42 -

Greetings. I'm making a small little stealth game for my wife. Everything is going groovy so far, but I'm having issues finding blanace in the gameplay. In a word, it's too easy. Basicly, you just sneak up behind enemies, and attack when their back is turned for a stealth kill. This is the same gameplay used in the ninja game, Tenchu... which I love. But I'm trying to up the challenge without making the game cheap. Any ideas?

 
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8th August, 2010 at 10:45:02 -

Do the enemies ever turn around? If so they should turn around at different times and you can make those timings be hard to move between.

 
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tetsuya_shino



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8th August, 2010 at 11:41:45 -

Yeah, they turn left anf right at a set time. I was thinking about randomizing the turning times... but then it would become a game of luck, which isn't cool.

Another thing is that you have to make contact with the enemy to kill it. The player doesn't have any long range attack. The enemies have a ling of sight and they will fire if you enter it. Hmm, when I think about it, I'm already matching what they do in 'real' stealth games. There must be something else I'm missing...

 
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aphant



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8th August, 2010 at 12:25:20 -

Put some trigger objects in. If the player sets the trigger off, the enemy turns to face them. It'll make players have to be careful when navigating.

 

tetsuya_shino



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8th August, 2010 at 16:07:13 -

That's a good idea. But I wouldn't just have a invisible trigger.. I'd maybe have something like glass or twigs that would be stepped on to make noise.

Any other ideas?

 
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Sketchy

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8th August, 2010 at 17:14:55 -

Is this top-down or a platformer?

I'm not familiar with Tenchu, but Commandos is one of my favourites.
In Commandos, the enemy soldiers follow preset patterns (unless alerted), which are designed so that each soldier has someone (usually several people) watching his back 99% of the time.

Most of the strategy comes from identifying the "weak point" - the one soldier, who just for a moment, is left unwatched and vulnerable. Then of course, you have to time everything to perfection, as you'll have a very narrow window of opportunity. You do have guns, but after the first few missions you're pretty much guaranteed to lose if you use them (the noise will alert the guards, which will make the mission *a lot* more difficult).

There are a few other things that can give you away as well: dead bodies left lying around, footprints in snow/sand, etc.


Edited by Sketchy

 
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Jon C-B

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8th August, 2010 at 17:17:23 -

How about a laser alarm sort of thing? That would require more agility and movement

 
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Watermelon876



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8th August, 2010 at 18:40:25 -

I don't think that there's anything wrong with the base mechanics, so maybe just work on level design? Sketchy's idea is good in my opinion.
You might also want to change the player's speed and give him more/less places to hide accordingly.

 
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BattleCat



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8th August, 2010 at 22:03:45 -

how about making it so there's a chance a sneak attack will be messed up by the player character, so the enemy attacks instead of dying?

 
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8th August, 2010 at 23:12:09 -

I like that idea!

How about randomly having the enemy look around behind them, but pre-warn the player by making them pause for a split second first or say something dumb like "huh?". Also, try making the player have to creep behind them when going for the stealth kill, i.e. have a normal running/walking speed that will alert the guards and a much slower stealth walking speed for silent kills. Combine these two and throw in the above idea and some clever level designing and i think you'll be onto a winner!

 
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tetsuya_shino



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8th August, 2010 at 23:24:53 -

Great! Just what I was looking for. Some are new ideas, other are ones I thought up already but didn't try yet...
but yeah, if I use everything you guy said.. it should be perfect. Thanks!

 
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