WoW Killer said:
How are you dealing with being seen, and the resulting combat? That's always been a problem of the stealth genre IMO.
It's not completely a stealth game, but the lack and conservation of ammo is critical. That's why I'd like to make the player choose to fight or sneak their way through. If that's not possible, find an alternate route.
The thing is, I haven't decided if I should write my own engine (which is really time consuming, and I'd have to learn a lot to do it), or use existing engines and development environments. Possible routes to take are: Game Maker, Game Editor, Unreal Development Kit and Unity. I don't know whatwould be the best solution to that. Don't think this is just some stupid idea. Sketches, game mechanics and storyline are being developed, and I have a couple of guys interested in it. I've worked in 2D before, and I'm not too keen on 3D. That's why this TDS idea came to mind a couple of years ago. I've collected ideas and sketches and now I feel like I could start making the actual game.
WarpZone said:
No. No, no, no. Ignore all those other posts.
THIS: https://www.youtube.com/watch?v=HZk9hxSmup8
Every sound effect has a VISIBLE radius. You can see the sound ripple out from every footstep and attack. You can see the sound collide with the enemy's ears. You can see the guards' line of sight. Every single way you can fail, you can see it right there on the screen. When you fuck up, you know EXACTLY what you did wrong. And it even has a great in-character tutorial that explains how systems work, one piece of the puzzle at a time.
It's basically perfect.
Do this, only zelda instead of castlevania, and you'll be golden.
I hope this comes for PC. The visualization of sound kind of looks like I imagined I'd code the sounds being detected, making a circle-like sprite at the point of the origin of sound, and if it collides with enemies, they "hear" it.