alako Wrote:Help needed! @_@
Creating interesting gameplay on RAGS is harder than I thought. Does anything has any ideas about how to make a sneaking mission interesting? One of the quest involves following a criminal in back allies, and another one involves infiltrating an enemy base.
Random ideas are welcome =D
Criminal in the back alley:
Are there any variables already in the game that affect stealth? As I recall there aren't, but I wanted to make sure.
If there are, you can add different options for dealing with obstacles based on stealthiness characteristics.
If that isn't viable, in an area where sound is likely to echo, give her the option to take her shoes off or not. If she doesn't, she gets another option to go slower than normal to stay quite, if she doesn't then she gets caught. If she Did take her shoes off, then she can move faster, but give her the option to keep her eyes only on the target, or watch where she is going. If she doesn't watch where she is going, she steps on something sharp that hurts her feet.
Sneaking into the criminal base:
Another way to work a sneak is through timing, take a look at MDQP's ToTDC mission where they are trying to sneak onto an elevator, he's written it so that you can see in the viewer what the guard sees and you have to time your trip around the room according to when the guard isn't looking.
Outside of that room scenario, the character needs to move through the base, opening doors, looking through drawers for goodies, etc. If she has the option as she goes to close doors behind her, to carefully look through drawers, but take alot of time, or to quickly look through them, fast enough that she can't put them back the way they were, then there is the risk of someone noticing there was a change, OR she doesn't find a tool that could be useful later because she was too careful and didn't uncover enough in the search.
I'm running dry on ideas at the moment, but I can probably rub a few brain cells together again tomorrow.