First Level Block out


Intentional Design of Mechanics

The mechanics of the game where intentional to create a sense of stealth and intensity and allow the player to choose between maybe rushing through and making being caught much more easy or hiding and not getting caught.

Enemies- Enemies in this game patrol routes within the level. They have a vision cone that will sense the player. If they do spot the player they will go into a chase state where they will chase the player until the player is out of sight from the Enemy.  They also sense squeaky floors if you step on one.




Crouching-  The crouch was meant for you to sneak behind smaller walls in case there are no tall walls to take cover behind. Creating an extra stealth option for players. Allowing the player to wait in a way that gives them an option for stealth in environments where standing behind a wall might not work.Crouching Example



Dashing- Dashing is a mechanic that allows the player to swiftly move from cover to cover and allow the player to escape from enemies. This can make it easy for the player to not get caught, but be wary of it as it could land you in a corner you can not get out of.



Checkpoints - The check points in a game allows the player to save their game at that point of their play through. In the level their are enemies that'll catch you when the enemies catch you. You lose. So in order to prevent frustration the Checkpoints save the current section you're on until you can beat that section.



Keys, Doors, and Chests. - The Key's unlock doors and chests. There are three doors in the level. One that opens a secret passageway, one that opens a treasure room with a guard, and one that is required that unlocks the final door to the end of the game. This allows for the player to manage keys to achieve certain goals they want. Key's are key shaped, chests are hidden and look like white boxes, and doors are white walls that look distinguished from the wall.



Squeaky Floor - The Squeaky Floors are area's on the maps that alert enemies within ear shot. The Enemy moves faster when heading to the squeaky floor. This allows the player to have a choice of either taking the easiest and less enemy trodden path, but making them more vulnerable to capture. But they're hidden so be careful.


Emotions and Behaviors

Emotions

The Emotions I want to target in a player are tension, thrill, and relief. Through out play testing the level I found out that the key moments in which fear happens is when you are being chased that fear is happening. You are experiencing fear which also causes a thrill. As a response to being chased and also that fear and with a mix of anxiety happens when you are hiding around corners waiting for enemies to pass. Moments of relief 


Behaviors

Behaviors that are to be targeted are the player to run, hide, and to be cautious. The player needs to be cautious because if the player is not cautious they could end up caught, overwhelmed, then cornered and not able to finish the level. The player running and dashing away is a good example of running. Hiding is key because that also allows the player to be able to finish the level without getting caught. 



Multiple choices forward - 
In the first part of the level the player has multiple choices to go forward. They can take the normal path. No keys needed. It's filled with enemies so the player can navigate without getting caught or the player can run through and be at high risk for being caught. The player can also grab the key and then take the secret passage to the second area skipping. They can also take the key and use it to unlock the door to grab a chest. Although the player will need to back track to grab the chest. The player can also in the second part run along the path that's straightforward triggering the squeaky floors or take the path to sneak around the walls staying out of sight of the enemy.


Moments of relief- There are also moments where the player can experience relief. The two check points in the level have narrow passageways the enemies cannot cross. So these moments allow for the player to recuperate and get their bearings before challenging the next part of the level. While also creating a save point so if they fail the next part they won't get sent back to the beginning of the level causing unintended frustration.


Changes in Playtesting- Initially in the level. The moments of relief weren't there and I found that having narrow passages allowed the player to feel closed off and safe from the enemies. Also while I was playing the player would run away too easily because the dash was super fast and allowed the player to just escape easily so i turned it down and made the dash a little more balanced. The player also wasn't able to be caught super easily as well. So I changed the hit box of the enemy to be able to catch from a farther distance.

Bugs- A bug I found in the game was that the player can sometimes just bump into the enemy and it sends you flying. Occasionally...

Files

Version0.03 (LatestBuild) 927 MB
7 days ago

Get StealthGame_GameDesign1

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