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Game Function Feedback for Stealth game

Started by November 14, 2013 01:54 AM
1 comment, last by Buster0944 11 years, 2 months ago

Hello there, I am currently enrolled in a game interface course and would appreciate some feedback on a few movement functions for my theoretical stealth RPG. There are three major movement functions that I would like to implement but unsure on if they would just overcomplicate the game so would appreciate any feedback on ways to change them and make them work well inside the game or thoughts on which method would be best. Thank you for your time and if you have any questions or need anything defined/clarified please let me know. I will also bold the major concepts for easier reading.

I have always wanted a primary stealth RPG. There are a few games that have pushed me closer to wanting this specific goal is to become an actual game. These games include Assassin’s Creed, Thief series, and the Batman games. For the interface of my game I would like you to imagine that you are a character trying to escape from an evil corporation. The game can either be played with brute force or complete stealth.

  1. One of the special functions would be a dash ability that would allow the player to make a quick dash to specific locations depending on how high the skill is upgraded. This could range from a simple sprint or to a slight teleport styled dash to get to areas while unseen. This function would be used by pressing in the left thumb-stick on a controller and is essential for getting through certain areas before the NPCs notice you.
  2. Another idea I had for it would be a grapple hook swing type attachment. I am not too sure on the specifics on this or if it would compete with the dash ability. This item would be used to climb to higher structures and allow the player to swing across gap traps laid out before them. The player would need to aim the weapon by pressing the Right trigger and then use the A/X button on the controller to shoot the projectile at the target. They would then be allowed to pull themselves up to that area or swing across an area that would be too far to dash across.
  3. The last function I would like to mention is the blend/hide ability. There are a few games that already have a sneak ability but this one would be different in the fact that it would actually allow the player to blend into the shadows. The B/O button would be used to activate the ability and must be used while the HUD shows no one is able to see the player. This means they can’t just vanish in the middle of an encounter. The player would be able to blend into shadows and travel through any connecting shadows. There would be a meter that would show how long the player can stay in the shadows to keep it from being fully hidden.

Those look quite good for a stealth game, and i'm going to sugest 2 games for you to take a look and get inspiration: Dishonored and Mark of the Ninja.

Dishonored has a blink skill that's quite like what you want for number 1, I personally find that skill quite enjoyable to use.

Mark of the Ninja on the other hand has a grappling hook that blends quite nicely with the general gameplay, the special edition also has some commentary on the thinking process of the game, one specific comment mentions how they had planned to make the grappling hook exactly like you described, but that resulted on the ninja smashing it's face on the walls almost all the time, so they decided to simplify it to what's in the game now.

Also, Mark of the Ninja has hiding spots that act exactly as you described.

I think that if you take inspiration from that functions, you can design something that would be really fun to play with, i can imagine hanging away on a grappling hook, releasing it mid-air, dashing forward and grapling to another wall, all without being detected.

I think i'm going too action-stealth here biggrin.png

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See I have actually wanted to try out both of those games but haven't had the time to try it lately. I think I will definitely have to check them out now! Thank you for those suggestions!

As far as grapple hook idea goes I was trying to figure something out similar to a Worms idea. The Worms game had a ninja rope that allowed the player to grapple and jump/fling themselves across an area. It seemed like a terrible idea at first because it was so hard to control. Just like how you mentioned, they ended up hitting the walls a lot and getting stuck. Then there are some people that got so skilled they could shoot it at a wall, grapple up and around a ledge, and make it to areas that the ninja rope shouldn't have allowed them to. This caused some great tools and it also caused some issues.

As far as you mentioning the grapple and blink dash used correctly, that is actually a great idea! Thank you! I was thinking of how to use both in the game as it may contradict them. When you encounter a pit and have a dash ability that blinks across the gap then you don't need a grapple. If the pit is too big then the grapple it used which makes the blink ability seem useless.

And thank you for also mentioning the hide ability from Mark of the Ninja. Looks like I have some research to do!

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