Sneaking Implementations
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
As for isometric, you should play an obscure Japanese freeware title called "Hakaiman" available here - many of the same gameplay features from the Metal Gear Solid series (such as decoys, security cameras and traps) have been implemented and work pretty darn well.
Edit – I would go for the isometric viewpoint as the player is presented with the whole scenario at once and has think of a cunning plan clear the entire area, rather than just taking out enemies one by one.
[Edited by - asdzxc on May 28, 2007 11:46:34 PM]
Platformers to me are more suited to abstract arcade action gameplay, with jumping and vertical movement that is not akin to sneaking; however it can work if you break some of the platformer stereotypes and make it more like Prince of Persia (the original one) rather than Mario. You'd still need to abstract away a lot of the sneaking to a purer form and explain why there needs to be a lot of vertical movement however.
Quote:
Original post by Trapper Zoid
Out of the two options, sneaking to me seems more suited to a top-down viewpoint such as an isometric view. It sounds like you're going for more realistic gameplay dynamic, and that would work well with a god's eye view.
No we are not considering overhead/god's eye view. The type of isometric view we would use is a side-on one like so:
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I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Also, although something quite often overlooked, an isometric view is by definition an orthographic projection, which your picture isn't either since it contains a perspective component (sometimes referred to as 'foreshortening' in layman terms).
Maybe a more accurate term would be one-point perspective?
Especially Solid Snake (Metal Gear #2) did a pretty good job. Guards could see in 45 degree directions and there were certain types of floors that would attract their attention when you walked over them (so you would avoid those if possible).
Also knocking/punching the walls would draw their attention (this was visualized by a question mark moving above their heads and they guards would go into a 'hmm.. lets look around a bit better' mode).
The player could hide by crawling underneath trucks or into air ventilation systems.
(Splinter Cell for Cell phones is by far less superior than those old style Metal Gear games imo).