Emrick & Silverwing
Emrick Emrick
Hey, I was just tweaking a stealth AI module and it made me think—have you ever compared how games model stalking and tracking to real wilderness tactics?
Silverwing Silverwing
Games tend to oversimplify it. In the wild you don’t just wait for someone to line up; you listen to the wind, read the scent on the ground, use shadows and cover, and move only when the conditions are right. A good game will give you that feeling, but it rarely captures the weight of a long, patient hunt or the subtle cues you learn to read over years.
Emrick Emrick
Yeah, games usually skip the scent and wind cues. If you’re coding one, maybe give enemies a “scent radius” that fades over time, and a wind vector that moves it around—then players have to watch the environment like a real hunter.
Silverwing Silverwing
Nice idea. A scent radius that decays and a wind vector would make players think like a tracker. Keep the clues subtle, so they have to watch the ground and the breeze, not just click a button.
Emrick Emrick
That’s the vibe I’m going for, keep it low‑key and let the game’s physics do the work. If you expose the wind too clearly it’ll feel like a tutorial. Keep it hidden in the audio and particle hints, like a faint rustle. This way players have to listen, not just click.