I like your stylistic characters and the animations seem to fit well.
Disclaimer (I know nothing about AI)
The AI looks well done and functional, but from the video it look like the game would get pretty boring pretty fast because it’s essentially sneaking up without being seen and kill. If you do get noticed - run away (because your faster than all your opponents) until they loose track of you and wait until they resume normal AI behavior. Then sneak and kill.
We have played this game several times before, Metal Gear version … and Splinter Cell version … and the early Assassins Creeds were slightly more advanced but the same.
It would really be great if your game offered something different than those.
Second point - mobile pretty much demands short play sessions. I’m genuinely interested in how you are going to deliver short play sessions with a stealth based action game. Difficult challenge, but it’s doable.
Sure, the stealth mechanics is about sneaking&killing. Just like slashers are about clicking & killing and most FPS’es are about… well just killing:)
I even think of adding penalties for unnecessary kills, so there will be even more sneaking and less killing.
But i got your point, and you’re right. Deffinetely i will think of some additional gameplay elements that are different of stealth for player not to get bored of constant sneaking. First thing that go in mind is some kind of investigation gameplay a-la batman detective mode or witcher’s sense. Boss battles is another good thing to think of.
“Second point - mobile pretty much demands short play sessions”.
Good point. Thing is I never did a single game by my own, and therefore I never faced problems like this one. Should deffinetely think of it. Maybe I should break each game level into a nubmer of relatively small “rooms” and autosave player in the start of each “room”. This way he won’t loose game progress even if he play only small amount of time each time he starts the game.
As for AI - it is very basic setup right now. Current states are Peace(Patrolling the route), Wonder(when something attracts enemy’s attention) and Battle(chasing and attacking). Will be a little more complicated in the near future.
Models and animations are just placeholders, all of them will be replaced. But I’m glad you like it:)
Glad you like it. I looks like i’m not the only one who likes games about ninjas;)
Some progress: today I’ve added ability for player to carry bodies of dead enemies. There are some minor bugs, but in general it already looks as expected. Didn’t think out yet what to do, if player dies while carrying the body. I don’t use ragdolls, so player will play animation but dead-enemy will just fly at the place. It looks like there will be additional synced death animation for both player and body he carrying.
Maybe make a different animation when dying when carrying a body? Or you could use ragdolls and do something similar to what Hitman does with the bodies.
This looks really good already for a first pass. Waiting to see the next iteration on it.
So how’d you do that?
Is the enemy rig animated into place - synced with the player character animation ‘pick up dead enemy’?
Then enemy root parented to the player root while the player moves while carrying the body?
Then enemy rig is animated back down to the ground and root parent is un-parented from the player root?
This video shows new UI indicators of enemy’s awareness level. White indicator means that the enemy is calm. Yellow means enemy is wondering. Red means enemy is alarmed. And the purple means enemy is searching for the player.
This video shows new enemy’s AI state - searching for player. Enemy finds the dead body and then tries to find, who did this.
doors - they can be used by the player and also by enemies. Door can be locked and then it will require an item to unlock it, in this particulary case it is the key. Enemies can’t see through a door but can hear what’s happening beside it. Locked door will also block ai path.
-item system. Player now has inventory and can pick up items. Some enemies can also have items in their inventory, wich can be stolen by the player or taken from the dead body.
Currently working on new models for the main hero character and the enemy guard. Im not so good at modelling/texturing so it takes a lot of time to aсcomplish.
Nice looking models. Dont get frustrated - quality assets take time to get right. Your on the right track.
In the end it wont matter how fast the characters were completed, but it will matter how good they look.
Nice touch on the secondary motion on the sword.
Quality progress.
I’ve been wondering what ever happened to the Ninja/Stealth genre after Tenchu Stealth Assassins, I guess no one wanted to challenge this genre after that game lol. Glad to see someone working on a new Ninja game! Really Cool!