daeway wrote:Crouching is nice, but more often than not enemies will detect you anyway and it becomes more of a Zelda one-on-one than a stealth game. The game doesn't seem to have a lot in the ways of stealth going for it; it is basically like GirlsVoreBoys platform game but with one character and different levels.
Some ideas would be hiding spots for Mia to jump out of and snag an enemy. The belly would of course hinder her from being able to gobble up and sneak away without trouble. This could also be a boss fight mechanic where you use these hiding spot so traverse around an arena, get up behind the boss for a takedown and slink back to cover before they retaliate (maybe with a AOE knockback move). Look up the game Assassin's Creed: China for some ideas that might be able to help.
Another idea would be manually tiptoeing. You hold down a key and use it to slowly walk up on an enemy. Another would be a clear line of sight because some NPC's will look straight at me, blink and not move while others see me from under a platform (like the missiles). I'd also recommend a move that let's us safely leap up higher platforms so the enemy doesn't hear us land after a jump.
The game has a ways to go in terms of stealth - first plan is to just improve the sound system a good bit, as well as expanding the viewport which will allow a greater area of the level to be seen at once - more enemies and space can be seen, which means it's easier to design levels with ways to sneak around without level design that could be classified as "bullshit" (i.e. enemies that you can't see just off screen everywhere constantly detecting you). Different light levels (at least for some levels) I'd also like to add so long as I can figure out a good way to do them, sorta along the lines of FUbN's light levels.
Hiding spots could be a fun idea, especially as patrolling enemies become the majority of enemies in later levels. We'll see how animation intensive it is, as I'm already kinda at max load with animation work at the moment. Tiptoeing though I wouldn't count on, since 1) it'd be redundant given how crawling accomplishes the same thing and 2) again, more animation work that I don't think I can take. Perhaps maybe just for when carrying 3+ prey, since crawling will be impossible at this size.
As for line of sight, that'll also likely be adjusted to some extent when the viewport size increases - sentries have the longest LoS in the game currently, but after a certain point they won't see you. I can't make it infinite ofc, as that would cause all sorts of issues with enemies across the map detecting you, and LoS in general still needs work so that enemies can't see through walls (as it currently stands enemies could detect the player even with a wall in the way if they're close enough - I had to design levels so events like that wouldn't happen). Robots however are designed to detect based on proximity alone - no sound or LoS needed.
For ascending quietly to higher platforms, currently landing doesn't technically create any sound - however I do plan to add ledge grabbing in the future to pull yourself up over ledges, which should help!
Finally to give a lot more reason to use stealth, I'll be adding an alarm system at some point - the more enemies that have detected you, the more the alert level will go up, until alarms are set off and extra enemies are brought in from all sides to hunt the player down, as well as all onscreen enemies automatically setting to pursue the player.
bloodle8 wrote:The new additions are really cool, I love them so far! I did find a bit of a bug with Fullscreen mode, though - most of your HUD disappears when you go fullscreen. My HP and the indigestion bar are still there, but my ammo, stamina, and the volume meter all vanish.
This is a known bug since fullscreen wasn't meant to be used in its current state due to it breaking sprites for players without a 1440p monitor or better - this coming update will be fixing that hopefully!
GrayLotus wrote:It seems I've run into almost the same crash I did before, so it seems I just have all the luck with this.
- Code: Select all
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ERROR in
action number 1
of Step Event0
for object obj_stomach:
Variable <unknown_object>.hp(100108, -2147483648) not set before reading it.
at gml_Object_obj_stomach_Step_0
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gml_Object_obj_stomach_Step_0 (line -1)
I was experimenting with what would happen if I had a non-defeated enemy eaten during a map transition, then regurgitated them in the next map. I'd tried to minimise variables by avoiding most enemies and not eating any except 2 to carry. I found that I was getting the same crash and almost same error as last update so I thought I'd let you know.
The crash seems to be, at least in this case, tied to having an enemy from a different map being brought into a new map, and the game not knowing how to handle it.
Transition with 1 enemy, and save - crash
Transition with 2 enemies and save - crash
Transition with 2 enemies, digest and save - no crash
I hope that helps you figure out what's going on, and what a solution might be.
Did you by chance update to v0.4.1 yet? I tried reproducing the error myself, both using the save files and just on my own, and neither caused a crash.