Re: Stealth Mechanics in Audio Games

Swamp has a stealth mechanic, although it outgrew it quite a while ago. It was based around the amount of noise you make. The earliest versions had three movement speeds, but eventually the slowest was removed. Different terrain made different levels of noise when trod upon, but I'm not sure how that mechanic wound up as maps got more complex, and I have no idea how it interacts with custom maps that use unrecognized terrain. Armor did eventually start contributing to noise, in both directions (quiet shoes vs noisy armor, etc).
Bokurano Daibouken 3 and Temporal have very simple line-of-sight based stealth missions.
That Halloween thing I started a couple years ago (I should just make it a Swamp Campaign, but the point was testing 3d stuff...) is mostly stealth based, with Swamp-style noise, but also trying to take light and LoS into consideration. I have no idea how well the light part would work in practice. There are different costumes the player can wear, which have different stealth levels, there are bushes one can hide under, and there's this one thing I don't want to explain in case by some miracle this small project that should have been done in a few months ever gets done, but it involves fvatvat Wnpbynagreaf.
... Actually, anyone who credibly believes they can make this thing based on my notes (including a detailed AI outline) in 60 days or so? tongue

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