Stealth Side Shooter (Template/Game Kit)- ON 80% off

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Post » Fri Jul 10, 2015 6:50 am

Ultra Stealth-Optional Platform Shooter (Template/Game Kit) for Scirra Store
I'm currently in the process of making a fully customisable Stealth/NoStealth platform shooter - without using any external effects/plugins. making it fully commented and Documented

The Template will be be designed to be really simple to use and customisable for beginners to Intermediate with less overhead for the whole project.
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#- Currently has or Started On - #
- Runtime Debug Text Info
- Customisable Camera Positioning/Lag
- Staircase Doors (not Position dependent)
- Enemy AI (Line of Sight/Alert/Cooldown/Shoot/AnimationTriggering/Stand/Move/PseudoRagdoll/PatrolPath/Health/InAccuracyRate/Knockback/)
- Controller Support/ (Maybe Touch support Too?)
- Customisable re-mappable Inputs for Controls
- Weapons - (Bullet Type, Reload Rate,Ammo,Inaccuracy rate)
- Interior Tileset (NOT SOLID) - you can add more
- Exterior Tileset (SOLID) - Outline of Building
- Jump through and breakable window
- Door - (Close/Open/Shot open/Open/Kicked Down)
- Wall Climbing.
- Ladder Climbing.
- Keys.
- many more

#- What has been suggested so far - #
- last spotted player position
- Tripwire
- RoomLights
- AI State indicator (similar to MGS style)

Currently looking for suggestions for features -
Last edited by mrlight234 on Sun Feb 21, 2016 9:39 am, edited 27 times in total.
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Post » Fri Jul 10, 2015 11:03 am

If it's a stealth template then an option for player LOS visibility (eg. not being able to see enemies behind doors or upstairs) is a must. I did something like this recently & used shadow casting to blackout unseen areas: https://dl.dropboxusercontent.com/u/523 ... index.html

You also want things like security cameras which trigger an output (their FOV could simply be triangular sprites) & lasers (tripwires with output trigger or harmful ones).

Triggerables (output objects) could have a link to alarms or traps (input objects) that the player could break, either by shooting a wire, hacking a console or disabling a power supply.

Lighting could be done with a semi-opaque black rectangle overlay in each room, & toggled with lightswitches, shooting the lights or disabling power. Enemies in those rooms would have a shorter view range.

Enemies should have an option for a visible view cone, which i suppose would be a triangular sprite with overlap testing, although handling scenery interaction with their FOV cone might be tricky (eg. what happens to the cone as they approach a wall?).

For UI, how about a sprite showing the last spotted player position (a ghost copy of the player) plus some MGS style enemy state indicators (? or ! symbols above their heads). Also an alert cooldown timer.

As you can tell, I like stealth games :)
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Post » Fri Jul 10, 2015 11:53 am

@mattb how were you able to make so there weren't any shadows casted outward?? I haven't been able to get that to work without getting seams between tiles
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Post » Fri Jul 10, 2015 1:56 pm

I'm not using a tilemap - the walls & floors are just sprites. There are still some shadow issues when the player gets too close to a thin wall for example.

Maybe the best way to do player visibility would just be to black out rooms that you can't see into. You could have a fade behavior on some blackout sprites (could be the same sprites used for light zones, & even ai patrol zones).

Then if you hack a room's camera, the room fades in even if you're not looking into it.
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Post » Sun Jul 12, 2015 11:32 am

Update 1:-
-Weapon Pick up WORK!
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Last edited by mrlight234 on Tue Jul 21, 2015 5:29 pm, edited 3 times in total.
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Post » Sun Jul 12, 2015 6:01 pm

This looks like a neat little project. If you want some inspiration you should give the Deadbolt demo a shot, as it feels oh so good to play. It's a lot like what you got going here, with some differences.

http://hopoo.itch.io/deadbolt

Looking forward to see where you go with this!
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Post » Sun Jul 12, 2015 7:47 pm

@blekdar funny thing. been using that as inspiration for things to implement as well as Gunpoint maybe some Ronin too

Update 2:-
- Doors Opening works
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Last edited by mrlight234 on Tue Jul 21, 2015 5:31 pm, edited 2 times in total.
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Post » Mon Jul 13, 2015 1:22 am

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Update 3:-
ID dependant light switches / not dependent on anything other than check if the ID is the same like most of the things implemented. overcomplicated it at first and then deleted and redid it.
all the interactions were done with 1 button. hopefully continues that way
Last edited by mrlight234 on Tue Jul 21, 2015 5:32 pm, edited 2 times in total.
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Post » Mon Jul 20, 2015 2:02 pm

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*starts foaming from the mouth*
Update 4:-
started off as a bug - NOW LAZERS ARE A FEATURE! LIGHT SHOWS EVERYWHERE! haha
the colour is set
Last edited by mrlight234 on Tue Jul 21, 2015 5:33 pm, edited 3 times in total.
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Post » Tue Jul 21, 2015 5:26 pm

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Hope to release daily updates or on the days I end up making substantial updates with included GIFs
Update 5:-
[Added] Room Lights flash when there's a shot -
[Added] You can shoot the door open -
[Added] Bullet Hit animation spawns where the bullet hits -
[Added] IMPACTION ( If not sure what is meant by it read here -[Click here for an article I wrote]) -
[Added] Ammo Type / Clip sizes -
[Added] UI elements showing how much ammo you have and bullets in a clip -
[Added] Enable/Disable bullet ray-cast visibility -
[Added] Global Layers for Debug Information/GameUI -

AI , UI, Rain, and Weapon configs will be the focus for the next update. hope to see more interest on the project
Last edited by mrlight234 on Thu Jul 23, 2015 1:55 pm, edited 1 time in total.
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