adamfoneil / FirstSampleGame

An evolving twin-stick shooter
MIT License
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Tactical movement, cornering mechanics #4

Open adamfoneil opened 6 months ago

adamfoneil commented 6 months ago

A mechanic I envision for an NPC rescue game is the need to round corners carefully because enemies (guards) may be positioned around corners, and you might walk into their cone of vision, which would break stealth. I'm imagining a play mechanic where when you approach a corner, you can activate a "mirror" mode which represents your character deploying a small mirror to look around corners without exposing yourself. I don't think you'd see an actual mirror on screen, but rather the passageways around the corner you're sheltering behind would briefly show if an enemy was present or not.

As to how reliable it is or what it "costs" to use, I'm not sure -- will likely require some experimentation to see if this works. The idea is to remove random deaths that would otherwise happen in a stealth game when you walk into an enemy's cone of vision. I think there would be a definite penalty for that in the game I'm picturing.

adamfoneil commented 6 months ago

@scottdev333 does this make more sense? image

scottdev333 commented 6 months ago

I get how it would function in terms of control. But my point is that i can plainly see where he is right now, i don't need to peek around a corner. The only reason I can think of why I would need to peek around the corner, is if there was a fog of war covering that area to the left/ right until I look. For example if i did the mirror left, i would see a cone shaped area revealed in the fog of war and maybe see an enemy there.

scottdev333 commented 6 months ago

Or are we saying there is no fog of war, but the enemy will not be visible to me except when using the mirror? So if i hit Q that red dot (enemy) is visible if in sight cone. Then when I put down mirror i see no red dot? That makes more sense if that's what you are saying.

adamfoneil commented 6 months ago

@scottdev333 yes -- my illustration did not make that clear. The enemy would be hidden until you approach the junction and press Q. Not sure how sensible this is -- just spitballing

scottdev333 commented 6 months ago

So in the same way, if an enemy is approaching me from behind or come out of a corridor behind me, they will not be visible? Only what is in my sight cone?

I think it's worth trying out to see how it feels. When playing a 3D game, this is how it is, you don't have full sight of movement on the map. However some games do give you a minimap with enemies and sight cones because the goal is for you to time your movement. That would be harder to do if you were relying completely on your sight cone and had no minimap. Also most games make the movement of the enemy a predictable loop that you can rely on. You also might be able to modify that movement by creating distractions in a given direction.