Thief lead level designer talks sound, stealth and loot Daniel Windfeld Schmidt from Eidos Montreal's Thief development team has divulged some more information about Garrett's return, and the role footsteps have when sneaking; carpet is your friend - stone is not. Eidos recognise that sound is a "very important factor" to Thief, and so is feedback from guards, who also can be difficult to hear so it's a "double-edged sword" for Garrett. Loot is purposeful. The team want the world making sense and so loot placement should make sense. "Yes. "Looking at the time Thief came out, sound was a very important factor," he said. "As for the guards, feedback from what they say is very important. "So we are taking the sound design very seriously. Schmidt promises we'll even get a 'loot bragging room' where our more outlandish swipes of collectibles will be on display to make us feel like a thieving big shot. "Are you moving, are you standing up, are you crouching.
Portal 2 Jeu Indé Gratuit - Iji Genre: Action/AdventureContent: Animated violence, mild language, themes of war and death Download Version 1.6 (11 March 2010) from his.seDownload Version 1.6 (11 March 2010) from YYG Chinese version 中文版 Korean version 한국어 - Translation by Team Waldo Download high-quality soundtrack (optional) (10 October 2008) NOTE: These songs replace the MP3s included with the game, and should thus be placed in the "music" subfolder. Watch trailer Iji is an action-packed strategic platform shooter with a detailed story, large levels with multiple paths, powerful bosses and lots of secrets. Iji has considerably higher system requirements than my older games, but should run fine on most gaming computers younger than five years. For technical issues and possible solutions, please see the FAQ in the game manual. Back to the games menu
Spiral Knights - Acceuil Project Flashback - Level 4 For which Engine - portfolio / UE3Polycount - tbdTexture Size - variousDescription of background information on piece - Inspired by the recent Shadow Complex, which i loved, i've been replaying some older games in the genre, like Super Metroid and Flashback (FB for short). Replaying FB reminded me of how much i loved the game, which i played back when it was released for PC in 1993. I was looking to do something interesting for the portfolio, but different from just regular assets, so i'm gonna remake a level of the game, and use Unreal Editor from UT3 to showcase it. Ok, so i blocked out the first part of the level, which is the part i'm thinking of doing (there's a second, indoors part, which doesn't interest me so much, i'll see later). Issues: Well, to explain this, you have to understand how FB worked. That also plays into remake philosophy - would an FB remake even have the changing screens, or would it be just free flowing like BC Rearmed and Shadow Complex?
5 Realistic Fallacies in Game Design: Stealth | Game Wisdom Stealth can be one of the more polarizing elements in game design. Similar to health, there are several variations of what is considered “stealth.” But where the challenge of defining health was that health as a concept was not realistic. Stealth design’s issue is that it is all over the place. The Stealth Game Play-Book: Stealth gameplay is something that Ken and I enjoy in a variety of titles. When you sneak through an entire military base without being detected, you get the feeling of being a bad-ass just as if you ran in guns blazing and took them down. Playing a game stealth fully turns levels into puzzles, where the player must figure out the safest way to reach X without being caught. To talk about stealth realistically, we need to break it down into what elements affect it: movement, sound and sight. Movement and sound are self explanatory and something that every stealth game factors in. Another problem with realism in stealth games is being detected. The Silent Killer:
Portal 2 on Steam Portal 2 draws from the award-winning formula of innovative gameplay, story, and music that earned the original Portal over 70 industry accolades and created a cult following. The single-player portion of Portal 2 introduces a cast of dynamic new characters, a host of fresh puzzle elements, and a much larger set of devious test chambers. Players will explore never-before-seen areas of the Aperture Science Labs and be reunited with GLaDOS, the occasionally murderous computer companion who guided them through the original game. The game’s two-player cooperative mode features its own entirely separate campaign with a unique story, test chambers, and two new player characters. This new mode forces players to reconsider everything they thought they knew about portals. Success will require them to not just act cooperatively, but to think cooperatively.
Jeu Indé Gratuit - Dwarf Fortress 02/06/2019 Various consolidation and small moves to start the month. I traced accounts for embezzlement networks and smoothed out some rough edges there, and made sure the mercenary groups based on organized religions (as opposed to generic worship) functioned correctly. I also fixed some frequency issues with religions and updated the November update to temple profaning to make it compatible with upcoming religious strife. Ruining random temples no longer matters to the deity. In order to be cursed, the act must be against a god the offender worships, for some specific reason (how this manifests in post-worldgen is TBD, but at a minimum it can just check the worship of, say, a tantrumer -- curse one way, religious tension the other.)
Pac-Man (walkthrough) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Left up up down left left up up up right down left down right down left down right down left down up right right left up down left left right down right up left right up up left up left down right up left right down left down right up right right left up down left left right down right left down up right right left up down right up right right left up down left left right down right up left right left down up right right left up down right up right right left up down left left right down right up left right down up right right left up down left left right down right up left right down up up left up right left down left down up right right left up down right up right right left up down left left right down right up left right down up up left up right left down left down up right right left up left up down left left right down right and at this point I always lose.
Mouse Face Smash » Blog Archive » Designing Non-Linear Stealth-Action Levels - Gameplay Wars – by Peter Tcherkes “Stealth-Action” is a term that seems to contradict itself. Games like Splinter Cell, Thief, Deus Ex, and Hitman offer two (or more in the case of Deus Ex) distinct ways players can traverse the environment. Some favor the action aspect of the game, moving through the levels with guns drawn as additional enemies abandon their tasks to “punish” the player for his audacity. There are two stealth-action series that I want to evaluate, Splinter Cell and Hitman. Splinter Cell games take a linear or wide-linear approach to level design. The Hitman series focuses on a non-linear approach, providing multiple solutions for completing each mission. Having no experience building a stealth-action level in a professional capacity I am going to dive in and design a non-linear Hitman-style space for this article. So what defines a successful non-linear stealth-action level? Layout Create layouts that support multiple entry points to every primary gameplay space. Player start location The Hospital