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Hey!

It's time for the final episode in my stealth game series, School of Stealth. This time, I'm looking at a key ingredient of the genre: being spotted! I'm looking at everything from AI states to quick loading to escaping and hiding!

Hope you like it. Out for everyone tomorrow

Mark

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How do Stealth Games Deal with Detection? | School of Stealth Part 3

Welcome back to the School of Stealth, a GMTK miniseries on how stealth games work. In episode three, it's time to tackle the biggest challenge of stealth game design: detection. In a genre that's all about staying hidden, what should designers do when the player is found? Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Join the GMTK Game Jam https://itch.io/jam/gmtk-2020 Sources Modelling AI Perception and Awareness in Splinter Cell: Blacklist | GDC Vault (Free Access) https://www.gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness Pac-Man (Design Icons) | Game Maker's Toolkit https://www.youtube.com/watch?v=S4RHbnBkyh0 Video chapters 00:00 - Introduction 01:37 - AI 101 03:40 - Improving Guard Detection 08:14 - Dealing with Quick Load 12:13 - Conclusion Games shown in this episode (in order of appearance) Metal Gear Solid (Konami, 1998) Volume (Mike Bithell, 2015) Metal Gear (Konami, 1987) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Days Gone (SIE Bend Studio, 2019) Marvel’s Spider-Man (Insomniac Games, 2018) Call of Duty: WWII (Sledgehammer Games, 2017) Uncharted 2: Among Thieves (Naughty Dog, 2009) Wolfenstein II: The New Colossus (MachineGames, 2017) Far Cry 4 (Ubisoft Montreal, 2014) Hitman 2 (IO Interactive, 2018) Mass Effect 2 (BioWare, 2010) Halo 2 (Bungie, 2004) Mark of the Ninja (Klei Entertainment, 2012) Pac-Man (Namco, 1980) Dishonored 2 (Arkane Studios, 2016) The Last of Us (Naughty Dog, 2013) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Monaco: What’s Yours Is Mine (Pocketwatch Games, 2013) Metro 2033 (4A Games, 2010) Dishonored (Arkane Studios, 2012) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Metal Gear Solid 3: Snake Eater (Konami, 2004) Batman: Arkham Asylum (Rocksteady Studios, 2009) Untitled Goose Game (House House, 2019) Batman: Arkham City (Rocksteady Studios, 2011) Splinter Cell: Chaos Theory (Ubisoft Montreal, 2005) Shadow Tactics: Blades of the Shogun (Mimimi, 2016) Thief: The Dark Project (Looking Glass Studios, 1998) Styx: Shards of Darkness (Cyanide, 2017) Spelunky (Derek Yu, 2012) Assault Android Cactus (Witch Beam, 2015) Batman: Arkham Knight (Rocksteady Studios, 2015) Shadow of the Tomb Raider (Eidos Montreal, 2018) F1 2019 (Codemasters, 2019) Forza Motorsport 6 (Turn 10 Studios, 2015) GRID Autosport (Codemasters, 2014) Assassin's Creed: Brotherhood (Ubisoft Montreal, 2010) Silent Service II (MicroProse, 1990) ECHO (Ultra Ultra, 2017) Music used in this episode Music provided by Music Vine - https://musicvine.com/ As I Was Saying, Lee Rosevere (https://leerosevere.bandcamp.com/track/as-i-was-saying)

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