I am in the process of creating a game, currently untitled, which includes a major element of stealth. The main aim will be to avoid patrolling guards and reach the end of each level without being spotted.
Features
Pressure Plates/Pads/Switches/Levers - activate a trap/open a door/cause a distraction/attract a guard
Multiple pathways to complete a level
Tutorial level/s
Jumping, Crouching, Running, able to prone
Interactable objects
Collectibles
Take out guards
AI controlled guards - patrol, react to environment, sight and sound sensing
AI controlled pedestrians which walk around the map
World Design
At the moment, I have not set out a huge plan for the world design, but I do have a couple of ideas and would love some feedback.
Lighting:
In a map set at night, I would have artificial lighting from lamps/light posts/torches to provide good visibility with an option to switch them off through interactable switches around the map.
In a map set during the afternoon/morning, the lights would be off and most of the lighting would be natural coming directly from sunlight.
Day and night cycle - I would like to have a strictly day and a strictly night map for a contrast of an easier level with low light and a difficult level with bright light however, I would also like to add a day and night cycle feature to give a variety of options to get to the end of levels without being seen.
Theme:
Stealth, rogue, espionage
Bank robbery
Prison escape
Colours:
Relatively varied colour palette with dark and vivid colours - e.g., Dark green tree leaves, light brown branches, white modern buildings, redbrick buildings, bright white lights, blacked out hallways etc.
Camera Position:
Third person perspective with the camera following the player from behind.
World Scale:
Small to medium sized levels to ensure levels don't go on for too long while providing multiple pathways to get to the end of each level.
Level Mechanics
There will be an introduction level which will help the players learn the controls of the game, how to avoid enemies, trigger traps, use/cause distractions and progress to the end of levels.
(There might be a small prologue for backstory purposes but may just be included in the tutorial level instead).
Note: Subject to change, just brief ideas.
First level: Escape to the end of the level without being caught. Cause a distraction by pushing a bottle over causing it to crack and make noise attracting a guard and clearing a pathway. Allow the enemy to see you at one direction causing them to come towards where they saw you, go the other way to sneak past them while they move. Go up some stairs and jump up onto a rooftop and sneak past. Find a hidden collectible, finish level.
Second Level: TBD
Third Level: TBD
Character Design
At the moment, there is no clear decision on what the character design is going to look like. In the demo build that I have been experimenting on, both the AI and the player are the default Unreal Engine mannequin characters which should change and will likely be using Mixamo character models. For example, for the bank robbery scene, I will include police men/women as the enemy guards and the player will be dressed in a robber outfit.
Game Loops
Goal - Get to the end of each level
Action - Solve stealth puzzles, use levers, pressure plates, push objects
Result - Able to progress through levels to reach end of the game
Reward - New ability for player e.g., scream to distract, throw object
Further game loops for each level will be outlined at a later date.
Early Control Scheme
A and D to move left and right.
W and S to move back and forward.
Shift to run.
C to crouch/prone.
E/F to enter/interact.
G to throw distraction
Mouse movement to turn camera/aim.
I for inventory if one is included. TBD.
1,2,3,4 to switch items.
P/Escape to pause.
Audio
Most, if not all, audio for the game will be found online and downloaded as I am not particularly keen on creating background music and sound effects.
MoSCoW
Must Have:
Jumping, Crouching
Multiple Levels
At least two pathways to get to the end of each level
Interactable environment
AI Guards
At least one way to distract/alter guards' movement
Audio e.g., Enemy and Player footsteps, Detecting level, Traps
Timer
Should Have:
Tutorial Level
Multiple pathways for each level
Multiple ways to alter guards' movements e.g., switches to drop something that creates sound attracting the guard to it
Ways to kill guards
Soundtrack
Some original audio
Could Have:
Collectibles
Ambient environment audio
Character Customisation
Multiple difficulties
Won't Have:
Original models
Character quips
Multiple playable characters/models
Inspiration from games
GIF: kosmonaut's blog (2017) Shadow Tactics – Rendering Breakdown. Available at: https://kosmonautblog.wordpress.com/2017/01/09/shadow-tactics-rendering-breakdown/
One game that I have found which uses a cone of vision system that I am taking inspiration from is Shadow Tactics: Blades of the Shogun (2016). In the GIF above, you can see the visible cone of vision which shows whether you are in the enemies' line of sight which is exactly what I will be implementing in my game with colour changes to show whether the enemy is spooked, or the player has been spotted. Although this game was created in Unity, it still gives a good representation of what I will be looking to achieve with my cones of vision feature in Unreal Engine 5.
Goodbye for now!
I will be releasing a separate series of blogs under the name 'Dev Log' where I will showcase all progress that I have been making during the development of the game with in game screen shots. There may be a couple of cases where I go back and edit parts of blogs if I have missed something.
If you have any suggestions or questions, feel free to send me a message. I look forward to your feedback!
NOTE: LIKELY TO CHANGE AS DEVELOPMENT PROGRESSES.
Pratik
Comentários