Fafhrd on 25/6/2015 at 03:38
Quote Posted by Brethren
There are tons of top-down games out there, and even a few stealth ones, but I want to differentiate this game just a bit. One thing that drives me a little crazy on top down games is that the player can see too much (i.e. some AI patrolling 2-3 hallways away), and that seems counter to what a stealth game should be about. I'm hoping to devise something where the player has a vision cone (or something similar) where you wouldn't be able to see any more of an environment than if you were playing a first person game. If you're looking down a hallway/corridor, you'd have a fairly large sight line, but you wouldn't be able to see anyone behind a door or around the corner. I'm playing Hitman 2 now, and it's seems silly that on the map you can see exactly how an AI is moving on the other side of the level. You could argue "well just don't use the map!" but if it's there, the player will eventually check it.
I also want sound to play a large role in the stealth picture - hearing approaching footsteps, player running is louder than walking, different sounds for different surfaces, etc. Yeah, it sounds like top-down Thief, but I love Thief's stealth mechanics like most people here.
My idea for Burgle Time (which is the thing I want to make after Thing 2 is done, so probably never now that I'm working full time again) is basically this but a sidescroller. I wanted to do something like a fog of war system, where the level is totally blacked out until you've looked at the sections, but anything outside your vision cone is static, except for light sources that still have line of sight on the player character. Also had this idea that the vision cone would get blurrier the further away from the player it was, but you could narrow the cone to sharpen it up (think a nearsighted person squinting) if you needed to do something like shoot at a thing that's far away.
henke on 26/6/2015 at 17:23
[video=youtube;iZ1UdYOrR3E]https://www.youtube.com/watch?v=iZ1UdYOrR3E[/video]
Renzatic on 26/6/2015 at 17:26
'ATS RIGHT! IMMA GON SHAKE IT!
henke on 29/6/2015 at 06:16
Fuuuuuck look at this shit!
[video=youtube;NSZKbJ6BFao]https://www.youtube.com/watch?v=NSZKbJ6BFao[/video]
AAAAH SOMEONE ELSE IS MAKING A UNICYCLEBOT GAME I'M DOOOOOOOMED
Well ok, the gameplay in my current project will be quite different from that. It'll be more physics-based platforming, whereas this is a Zineth-esque thing. But still.
Also a while back I spotted (
https://www.youtube.com/watch?v=i2Ky4Zxr6IA) this trailer, which looks a lot like a drifting game I was prototyping last year.
I need to get off my butt and start making my game ideas before other people beat me to the punch.
Renault on 29/6/2015 at 15:24
Quote Posted by catbarf
Hey Brethren, you ought to check out Monaco. I only played it for a few minutes before deciding it wasn't for me, but it is a top-down game where the player's line of sight is restricted.
Looks good, I actually own this game but haven't played it much yet. I'll have to take a look. I found another top down game that does this too, called Dread.
(
http://www.dreadgame.com/p/media.html)
It was also made in GameMaker, and the guy put up a tutorial on how it works. So there's a lot to work with here.
GameMaker is pretty cool! I've been watching tons of tuts, and it's fairly easy to get up and running and actually make something that works. Making it cool and fun is a completely different story, but that's up to the individual and putting the time in. I've seen youtubes on most of the things I want to do with the top down stealth game (the limited sight/vision mechanic, 3D Audio, light/shadows, etc.), so now it just comes down to putting it all together. Lots of fun to mess with though.
Renzatic on 29/6/2015 at 18:33
Quote Posted by henke
Fuuuuuck look at this shit!
I saw that last night. I think we should lawyer up for a sue-fest. :mad:
henke on 29/6/2015 at 18:46
Yeah, sue them on grounds of mindjacking our ideas.
Brethren, glad to hear you're giving it a proper go. :thumb: