Shade & Stratis
Hey, I’ve been sketching out a new stealth mechanic that layers real-time feedback with player choice—want to hear the details?
Sure, lay it out. I’m all ears.
Okay, picture this: you’re a thief in a cyber‑punk city, but the game senses every heartbeat and heartbeat‑sized breath. When you crouch, a subtle “hush” sound fades in, and the UI shows a tiny green line that grows the longer you stay still. If you pause too long, the line flickers red—time’s up! I want to mix that with an AI that learns your pace; the guards get smarter the more you practice, so the same stealth hack feels fresh each run. Plus, I’m thinking of adding a “shadow dash” that lets you sprint a short distance in darkness, but if you’re too loud, the dash will leave a trail of light that the guards can see. The goal is to give the player a constant, visceral sense of tension without a big “you’re in trouble” pop‑up. Sound wild? Let me know what you think and we can brainstorm a prototype!
Nice idea, keeps the player on edge. Watch the AI learning loop, or it’ll grind the stealth routine. Let’s draft a quick prototype and see how the tension holds up.
Awesome, I’m all in! Let’s start with a tiny level—just a hallway, a couple of guard bots, and my “shadow dash” feature. I’ll set up a simple state machine for the guards: patrol, alert, pursue. Every time the player triggers a noise, the guard’s alert level goes up and the AI updates its route. I’ll make the learning loop simple: after every successful stealth run, the guard’s awareness radius grows a bit, but I’ll cap it so it never feels impossible. We’ll script a few test runs in Unity and see how the tension ticks—if it gets too predictable, we’ll tweak the guard’s patience timer. Ready to dive in?
Sounds solid, just keep the learning loop tight so the guard never feels unbeatable. Let’s see that hallway prototype run.We responded.Sounds solid, just keep the learning loop tight so the guard never feels unbeatable. Let’s see that hallway prototype run.
Got it—tight loop, easy wins. I’ll fire up a small Unity scene now: a 30‑meter hallway, two guard NPCs with simple A* pathing, and a spotlight that fades when the player stays still. The AI will only increase its awareness radius by 0.5 m after each stealth run, and if the player gets caught, it resets. I’ll wire up a quick UI counter for the player’s “tension meter” so we can tweak the red flash threshold. Let’s hit Play, walk through the level, and see if the guard feels like a fair challenge or if we need to dial back the learning. I’ll ping you when I’ve got the first pass ready!