Hello to all.
Faced a problem, or rather a hitch, when introducing a stealth mechanic into the game that I am developing. In a nutshell - this is a third-person horror, where the character is locked in a dungeon with opponents of varying degrees of danger.
Having finished working with the main mechanics of the game, I decided to introduce and bring to mind the mechanics of stealth, but I just can’t determine which things to implement and what not.
There are many games marked with stealth, but each has design features, differences if you want, which radically change the gameplay. In Disonored - the use of abilities that use mana, in Hitman - the ability to impersonate his own and many other chips, like "a bag with you", etc.
A more classic version of the stealth games can be called the Thief series, which in many ways became the ancestor of the genre, but it is very difficult to isolate the core of stealth from the milestones of these games.
I do not want to overload this aspect of my game, but I don’t want to deprive it of parts that are important for the functioning.
What things do you think are mandatory when creating stealth mechanics in a third-person game? This may be the behavior of the AI, level design, objects for interaction in general, all that is somehow connected with the core of stealth mechanics.
P.S. The translation was made by Google translator, from Russian to English, due to the lack of education of the author of the post.
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