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Stealth Bastard

Stealth Bastard
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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.

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 Silent Swords | Oniric Games 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:

Jeu Indé Gratuit - Dwarf Fortress 09/23/2012 Been toying around with the trees. I've been working with one set of rules for growing them so far, but I'll be expanding the parameters and pictures soon (for pines, saguaros, tower caps, etc). In the meantime here are some preliminary images. Issues include grass not being dry below trees, branches looping when they shouldn't, 48x48 boundaries being too visible, crowns hitting other artificial boundaries, and so on, but it is going okay so far. Nothing is final (and it can all be changed in the raws), but the 1/4 tiles are branches heavy enough to climb (but they still have some leaves), the single lines are heavy enough to climb on but won't have leaves/fruit, the semi-colons are too light for climbing (I haven't started climbing yet), and the little pentagons are parts of the trunk that slope or taper. River from forest at bottom to savanna: 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 Heavily forested slope: 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14

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.

Pavilion 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

Quizz video game planet : 20 jeux dans cette vidéo Voici un petit quizz découvert sur le site de korben. Sur cette vidéo 20 jeux vidéo sont représentés par une planète mais chacune respecte l’univers du titre en question. Etes vous capables de retrouvez les 20 jeux en question ? Si chaque jeu vidéo avait sa propre planète, voici à quoi elles pourraient ressembler. Arrivez-vous à nommer tous les jeux représentés dans cette animation ? Alors vous avez trouvez ? 1. source