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1025676 Posts in 41104 Topics- by 32706 Members - Latest Member: Jimanzium

July 22, 2014, 07:41:56 PM
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 1 
 on: Today at 07:40:36 PM 
Started by krylorz - Last post by Vallar
I am really a fan of the genre itself and try to play as much of them as possible, but the best in the genre (in my opinion) are Mark of the Ninja, the old Thief series and Metal Gear Solid (1 and 2).

I think what is really important in stealth games is communication and making things clear. What I mean with that is how you communicate the gameplay elements and the mechanics to the player. What constitutes a shadow and what constitutes a location that could reveal the player's presence. What makes the player in non-detect mode and what makes him detectable.

For example, in Mark of the Ninja it was obvious from square 1 that if you are in a dark background, you can't be seen (unless a light is shun on you). Always when you move the steps you take generate this kind of circles around your legs, as long as the circles don't collide with the guard, you are safe. It is plain clear! There is no "but I was standing next to the light and the difference of two pixels got me caught" type thing. There is no guessing, it is WYSIWYG.

Same thing with the old Metal Gear Solids, enemies had these cones that you have to watch out for, so you exactly know when you are out of their sight and when you are within their sight. While sound wasn't THAT obvious in the early games, you quickly deducted that it is almost 1.5x - 2x the LoS of the enemy. Again, no room for guessing (except for the sound thing which wasn't pretty much an issue).

In Thief it was the same thing, you had the Light Crystal. It lights up gradually and you know from the tutorial which threshold that would get you caught so you always choose the darkest place possible.

I guess what I am trying to say is that if you are going to make a stealth based system it has to be:
1- Precise, never misses and never detects a false detection.
2- It never bugs (well as much as you can), so no standing in the dark gets you caught because the area was half lit but we just figured we show you this half way through the game, kind of thing.

The other major point is freedom. For me stealth game is about tactics, thinking and strategy. How you get from point A to Point B (be that a kill mission, a delivery mission, a find mission, etc...) in the cleverest way possible.
In Metal Gear Solid for example; at the start when you leave the elevator (2 minutes into the game) to get into the Disposal facility you had 3-4 routes in. Each of which had its own tactics to go through.

In Mark of the Ninja, most missions can be done in a multitude of ways, you can sneak out the entire level without killing a single guard or you can make it a blood bath leaving bodies everywhere (and both gave you rewards none better than the other).

This actually brings up the next point, penalties. I hated when the game would penalize me for something I did that was out of the box. I don't recall the game very well but what I remember, I was playing through the level and I had to exit a building after doing some mission. I chose to jump of the 2nd floor roof on to the 1st floor roof (a distance that the character usually jumps anywhere without taking damage), I died. All that because the script asked me to get out of the house in a certain way.
Worse, when the game would penalize me that I decided to play this level as shoot-all-on-sight when the game permitted such gameplay. I think it was one of the early Splinter Cell games (I am not sure) when one mission parameter was not to raise the alarm more than three times. But then if you kill someone while hidden and hide his body you get an alarm right on his death -- it was illogical.

So I guess as mentioned at the very beginning it is all about communication and the features given to the player working as communicated.


Sorry for the long post really but hope it helps in anyway.

 2 
 on: Today at 07:38:05 PM 
Started by shawnbecktp - Last post by shawnbecktp
One request - can you make the player name part hold one more character? at this moment, i can only put "GrahamOfLegen" haha.

@GrahamOfLegend haha. Sure thing. I just had a peek at your amazing portfolio! Heading over to World Cuppong thread...

 3 
 on: Today at 07:37:50 PM 
Started by Gwartney21 - Last post by lai-studioguts
A couple of thoughts on the subject:

I think that my creative motivation comes from wanting to bring to existence something I personally would enjoy, Like drawing something I enjoy, writing an story I'd like to read, making games I'd like to play, etc.

Games are especially cool because they communicate an experiences (every game does tell a story. But of course the game's story does not have to have the traditional story arc. A game invites to you test out what a certain experience is like. The 'story'/experience of something like Tetris is something like experiencing the feeling of completion/closure/the constant pressure of having to make sense of random things coming at you?)

The relationship that the player has to the game is less passive than any other medium and potentially much more transformative. That's why I guess I like making games! I guess because it's the best way to communicate an experience, feeling, or story.

 4 
 on: Today at 07:31:41 PM 
Started by Tumetsu - Last post by Bonesy
I've encountered more hackers in an hour of the DLC than I have with 8 characters across 8 full games.

 5 
 on: Today at 07:30:26 PM 
Started by johnnoz - Last post by Octomelon
Solo game developers are spoiled for choice when it comes to choosing a graphical style, yet people commonly pick from a small variety of "pixel-art" styles, even when it isn't appropriate for their game.

Why criticize someone for attempting a so called "Fez style" when there are masses of devs replicating different types of pixel-art, used time and time again in hundreds (if not thousands) of games.

Some of the elements he is using are seen in Fez (which is arguably is a mixture of styles itself). We only associate it with Fez because it hasn't been featured in many (if any) other successful games. It is still fairly unique. In my opinion, that is all the more reason to experiment with it.

 6 
 on: Today at 07:28:37 PM 
Started by jonbro - Last post by Ben H
I've been following this game since the early builds you put out. I love the art style you went with, and obviously the gameplay.

Just to throw in my two cents, this isn't a game I would ever buy for desktop. I do all of my puzzle gaming on my phone, and I would put this in a puzzle game genre rather than a roguelike. I will buy this the second it hits the app store, and I think a lot of other people will too!

I'd say use the desktop version to create interest among hardcore fans (who will pay your slightly higher price), and then when you release the mobile version you'll already have a group of people who will talk about it.

 7 
 on: Today at 07:21:39 PM 
Started by Gwartney21 - Last post by Vallar
I guess mine is a summation of previously stated points. It is a form of art in itself just like any other art form. That said, the ability to tell stories, live in worlds and make anything out of anything is pretty much one of the best feelings I have when creating a game. Doubled when you finally see a player play the game and mention how fun/engaging it was.

I guess what I mean is, the ability to make other people happy and that in turn makes me happy. Smiley

 8 
 on: Today at 07:08:04 PM 
Started by DevLizard - Last post by SolarLune
^ Oh yeah, I'm aware Python's slower. I was thinking more along the lines of using optimizers and type defining for Python. And I'm pretty sure people have made entire games in Python before, but I'm unsure of if they faced these performance issues and sidestepped them somehow, or simply ignored them.

 9 
 on: Today at 07:00:21 PM 
Started by __stdcall - Last post by SolarLune
You can texture paint directly in Blender, and I think there are palette add-ons available as well.

 10 
 on: Today at 06:59:17 PM 
Started by jonbro - Last post by kingdinosaurgames
Congrats on the launch, I know you're disappointed in the numbers but this is a REALLY fun game with a great aesthetic - I'm certain it will provide you with a solid revenue stream for quite some time.

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