[Prototype] Agent Unseen - "tough as nails" stealth-em-up
Gameplay Video:
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
Hello everyone,
We’re back with another weekly prototype. Thanks to everyone who’s been giving us feedback over the last month, we really appreciate it!
So, this week we revisited the idea of mixing stealth games and roguelikes. We originally prototyped this at the start of the year, but we felt we didn’t do it justice the first time, so we’ve taken another jab at it, and I think we’ve got a much more fun prototype this time.
Unseen is a stealth roguelike prototype where you’re trying to progress through a series of increasingly difficult missions with powerful upgrades. Move in the shadows and carry out your missions before the guards notice you.
Instructions:
Movement: WASD or arrow keys
Sprint: shift
Aim: mouse
Taser: left click
Active ability: right click
Select active ability: scroll wheel
Interact: space or E
Guards can’t see you in the shadow unless they are very close. You’re either in the light or not, there isn’t a continuum of lighting levels. Health and items refresh between missions.
Known issues:
AI is dumb as soup.
Dashing to your goal is way too easy now, and should be nerfed.
Feedback Questions:
1. Replayability is one of our primary goals. Do you think this is possible with the current direction? We want to make this game about as little direct combat as possible. Avoiding conflict and sneaky takedowns are the idea.
2. Exploration and discovery are staples of the roguelike genre for a reason, but seem counter to the “finish the job and escape” mentality you want in a stealth game. Do you think this will be an issue, or will side objectives and lootables be enough to encourage players?
3. Thoughts of the top down visual style with the raytraced vision/lighting?
4. Anything else? This is the first public showing, so please tell us any other thoughts/concerns.
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
Hello everyone,
We’re back with another weekly prototype. Thanks to everyone who’s been giving us feedback over the last month, we really appreciate it!
So, this week we revisited the idea of mixing stealth games and roguelikes. We originally prototyped this at the start of the year, but we felt we didn’t do it justice the first time, so we’ve taken another jab at it, and I think we’ve got a much more fun prototype this time.
Unseen is a stealth roguelike prototype where you’re trying to progress through a series of increasingly difficult missions with powerful upgrades. Move in the shadows and carry out your missions before the guards notice you.
Instructions:
Movement: WASD or arrow keys
Sprint: shift
Aim: mouse
Taser: left click
Active ability: right click
Select active ability: scroll wheel
Interact: space or E
Guards can’t see you in the shadow unless they are very close. You’re either in the light or not, there isn’t a continuum of lighting levels. Health and items refresh between missions.
Known issues:
AI is dumb as soup.
Dashing to your goal is way too easy now, and should be nerfed.
Feedback Questions:
1. Replayability is one of our primary goals. Do you think this is possible with the current direction? We want to make this game about as little direct combat as possible. Avoiding conflict and sneaky takedowns are the idea.
2. Exploration and discovery are staples of the roguelike genre for a reason, but seem counter to the “finish the job and escape” mentality you want in a stealth game. Do you think this will be an issue, or will side objectives and lootables be enough to encourage players?
3. Thoughts of the top down visual style with the raytraced vision/lighting?
4. Anything else? This is the first public showing, so please tell us any other thoughts/concerns.
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
Thanked by 1Ramperkash
Comments
EDIT: trying to see if we can get the flash build working, but not sure yet.
EDIT 2: Ok, I managed to reproduce and fix the issue in a VM. Hopefully this means it's been fixed in general. The native builds are still a better experience, but hopefully the flash build works now (same links).
As Francois said, the flash build might have some frame rate issues due to some quickly implemented raytracing, so if thats an issue please try out one of the native builds, I just uploaded the mac one to our site. (Aside: The native builds also have antialiasing )
I would keep right-click abilities to a minimum if possible so the player can focus on doing the basic interactions with greater care and precision while their buffs automatically / passively serve them. I would go as far as saying that they pick their right-click at the start of the game and stick with it (this could be a way of selecting your basic "character class").
I would also generally nuance and buff the information indicators. If I can hear a guard behind a wall, it's easier to keep track of a "ghost" of his inferred position than to visually process the current sound rings. I'd increase the default view cone to something slightly unrealistic. Temporary imprints can be left at the places they were last sighted, fading over a second or two. You could have your regular cone of "direct" vision, and have an extended arc of "peripheral vision" which gives you only partial or generalised information, etc. If all of this is too kind to the player, you can still increase external challenge to compensate.
Finally, I think your exploration dilemma would be solved by working more on environmental features before returning to the matter of adversaries. Shifting walls could make the raycasting more mechanically relevant and interesting, doors could be added between rooms to break up levels and prevent excessive dashing behaviour (though one upgrade could be to instantly -- but noisily -- break through doors) and you could work on that good ol' rogue staple of vaults or set pieces, in which you can place treasure or side objectives (if you can somehow make getting these affect your ability to upgrade between levels, that would probably work well for you). The pickup reward is one thing in itself, but it's nice to have them in special or interesting situations, like guards patrolling in scripted patterns or formations. Or maybe it's a room full of traps.
Otherwise, immediate suggestion I can make is that the AI's threat range needs to be increased to outstrip the player's and ensure that they get in the first hit if they discover and charge at you. :D Think that's it for now.
As I see it, active and passive abilities have a few types of information they can play with: vision, hearing, lighting, level structure and movement (such as knowledge of guard patrols). Any others we missed? Also, we could relatively easily add other information systems, such as the wiring system we had in the earlier prototype.
We've thought of a few information-focussed upgrades that we can/will try:
- Your vision angle (already implemented).
- Your vision range.
- Memory of what you've seen or will see (variation on the current blueprints).
- Hearing range (of you and guards).
- Noise levels (how much noise you/guards make when walking/running).
- Thrown vision cameras.
- Projecting your vision to look around corners and such.
- Better indication of enemy vision (currently not implemented for performance reasons).
- Limited invisibility.
- Things that play with the current lighting, like smoke bombs or disabling cameras.
- Things that alter the levels structure.
I think limiting the number of active abilities a player has at any one time is probably a good idea, possibly just to make it easier to play. However, I do think a few (maybe limited to 3 or so) active abilities will add quite a bit - there are already a few interesting interactions that can occur with the limited set of items available. The idea of classes is an interesting one, but something we'll probably want to avoid for now to make things easier to prototype.I agree with this - rather give the player too much information for now, and then add more challenge, in the form of guards/cameras/traps/whatever a bit later.
Great usability improvement, thanks for the suggestion.
Will have to think about this a bit more, not sure what sort of information we might only show in the peripheral vision.
The reason we haven't added doors and moving level structure is mostly due to performance concerns (our raycasting is fairly expensive at the moment), but we'll definitely have to tackle this at some point. Vision through doors is another piece of information to play with.
Thanks again for all the great feedback, it's given us a lot to think about!
We're also interested to hear what others think about the prototype so far. Any takers? :D
My biggest problem was that the experience felt very "claustrophobic". Found myself selecting blueprints first by default. I like the idea of rooms as Nadrew mentioned, especially would be cool to have rooms with lights on that are "known" entities. Eg, this room has lights on and two guards. Okay what happens if I instead take this darkened corridor with potentially anything in it.
Also I could've used more feedback on health damage - both dealing and receiving. Especially if you're expecting me to be engaging in "combat". I also surprised I had three lives. Hotline miami runs at one hit kills. That really encourages you to play tactically rather than just button mashing. I found it disappointing I didn't have a way to "sneak" (slower but no footsteps). I also thought my sound would be more alerting to the guards.
In fairness though I didn't play long enough to learn about the interestingness of the upgrades, so I can't really comment on that.
Memorable rooms types is a good idea, although I'm not sure how to best communicate those types to the player without giving them more information by default. Perhaps something like markings on the floor might work. Implementing this is gonna require a fair bit of work on the level generation code, so it might have to wait a bit, which is time to think about it :)
The idea is not really to make the player engage in combat. The main reason we include multiple lives is to hopefully limit the frustration of playing for a long time and then dying after just one mistake. If the guards' AI is improved so that they don't react so quickly and go for the kill, we can probably get away with limiting the health more.
The default movement is to sneak/walk, whereas you can hold down shift to run. If you run it's much easier to alert nearby guards. Maybe you move too fast, but when your speed was reduced the game felt quite sluggish, perhaps due to other factors.
@Denzil: It makes sense to first mention that the tech stack for the prototype is Haxe + OpenFL + HaxeFlixel + Nape. Haxe is a cross-platform language, OpenFL is a framework for cross-platform media software, HaxeFlixel is a game engine, and Nape is a 2D physics engine (HaxeFlixel has a simple built-in 2D engine that I replaced).
The visibility polygon generation was fairly difficult and I went with a fairly naive implementation initially to just get things working. This article, with its interactive demos, was a big help in quickly understanding the algorithm. Improving my implementation is something I want to do relatively soon so that I can use it for more interesting things, but I haven't had the time yet. I'd be happy to give you access to my code now, or later when I've improved it, but it might not be very helpful if you're not at least using Haxe.
PS. Nice little prototype, I don't have much more to contribute though than what was already said here :) I also have some sneaking about in Grave Days, so I'd like to see what you are doing and maybe get some ideas :P Grave Days won't be sneaking focused though, just a little side mechanic, so I don't expect it to be nearly as thorough as yours.
@TheFuntastic: Good point, I'll change that in the next build to make it clearer.
Speaking of items - I feel like the way Spelunky's item carrying system is consistent is one of the major ways it creates awesome emergence. You could easily have levels where you had to carry stuff to an exit, or carry a key to a door to get through one area, or pick up a screwdriver to open vents, but then choose to leave that behind so that you can pick up a bomb, etc. Experiment!
The real-time shadows in 2D is not always easy to achieve, so I can appreciate the complexities. I managed it in XNA a while back after reading many tutorials, but have yet to get a similar effect working in Unity... with or without shaders.
I am currently building a prototype where AI moves around a navmap and use line of sight with a state machine engine to determine behavior, so that routed my interest in this - as this effect would compliment that style of game :)
Btw. there is a blink item in the game atm you can sometimes finds. It's fun, but way too OP
Just a thought. Have the same circuitry thing to hook up to cameras around the level to increase what you can see in the level.
Otherwise, good prototype.
Side question, how's your experience been with HaxeFlixel? Saw, it a while ago and have been wanting to try it out.
@SUGBOERIE: I've use Haxe and OpenFL on other projects before, so I was already semi-familiar with the stack. I like HaxeFlixel, already used it for another prototype (in the works). It won't be for everyone, but I think it's awesome for 2D games.
Gonna be working on Unseen again for the next while and I thought I'd just post a quick update on what I have planned:
- More information-based upgrades: improved hearing, quieter movement, thrown vision cameras, ...
- Improved information transparency: guard vision, lit/hidden indication, guard ghosts/imprints from sounds, ...
- Minor UI improvements: bigger target indicator, pause menu, ...
My current focus is to try slow down the game a bit, and give the player more interesting choices to consider when creeping around in the dark.Some of the changes:
- Changed the way sounds from guards are displayed on the screen.
- Changed sound assets.
- Added more indicators for when you are in light and when you are not.
- Added doors between some rooms.
- Changed walk and run speeds of the player and the guards to make more sense.
- Added more upgrades.
- Added ability hotkeys 1-9
At the moment, we're primarily interested in how easy it is to understand the light and vision systems, but general feedback is always useful :)EDIT: clicking the download swf button seemed to fix that issue. I'll try it out a bit tonight/tomorrow
One quick comment, I love the blink ability, but it is too powerful for one reason. Escaping. It is a great ability without it aiding in escaping (as much as it does). I think it should be limited in that it should not recharge while you are actively being chased. I think it is fine if the guards are alerted, or that you can use it while it is charged up, but just should not recharge after you are seen. Also, perhaps it should attract nearby guards to the position you blinked, similar to sprinting (does it do this already? I didn't check, just afterthought)
So that we can put out updates more quickly, and so that we don't need to get players to download a new version each time, we'll be using the flash build primarily at the moment. If it doesn't work for someone, really sorry about that; if you let us know we'd be happy to try upload a native build for you.
We’ve done a lot of work on Unseen and wanted to show you where the project is at the moment. Oh, and we’ve changed the name to Agent Unseen as part of an early attempt at theme, so let us know what you think about it.
This is basically the same version that we were showing around at A MAZE. Since our last forum post, the following things have been changed:
- Revamped level generation
- Upgraded enemy AI
- New item system
- Updated visuals and more colour variety.
- Added more information features, such as a minimap and guard state change alerts
All these changes have made quite a impact to the frame rate, which means the web version is very sluggish right now. We highly recommend you download a native version here. If you’re determined to play web, we’ve put an updated flash version here.Looking for Help
We’re very close to the point where we might decide to take this further and develop it into full commercial project. We still want to do some iteration on the core mechanics and then send it out to a broader audience, to see if it gains more traction, but we feel like some improved visuals and audio will go a long way to getting some more attention.
One of the internal points we’ve been using to see if a project is viable to develop is the excitement of the community and the interest people show in potentially collaborating with us on said project. If someone actively wants to spend time on a project, we think that’s a great sign that we might have something people will want to eventually play and pay for.
So with all that being said, we would like to officially invite people in the community who are interested in working on Agent Unseen to contact us. We are specifically looking for artists and sound designers, as those are the areas we are most lacking in.
So yeah, get in touch, either in this thread, via DM or send an email to leonvn@clockworkacorn.com with your contact details and some information on how you would like to help.
Play Online: http://clockworkacorn.com/games/unseen/#play
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
Downloadable Builds: http://clockworkacorn.com/games/unseen/#download
We got some awesome feedback at rAge, and we had a few people that really got into the game, which was a terrific experience. This is basically the same build we had at rAge; we haven't had time to make any changes from all the great feedback we got, but soon...
Changes from the previous build include: the item system has had a complete overhaul (it's much simpler now), we've added support for XBox 360 controllers, and made a number of other changes across the board. This build also features a mix of audio from @MCA and @Mexicanopiumdog from their sound challenge entries. I'm sure I've forgotten some changes we've made, 'cause the game feels very different at this stage, so the best thing to do is just try out the new build :)
It's currently pretty difficult (but doable) - you only need to beat 5 missions to beat the game. Can you complete the Agent Unseen challenge? Good luck!
Are the guards on pre-determined movement paths? I found I could wait for them to complete a circuit of their route and pounce when they stopped to look around, which made things a bit easier - perhaps a time limit to complete some missions so that you can't just wait indefinitely?
Yip, the guards have patrols, and guns :)
I feel like waiting should be interesting in a stealth game. That could be because you are using the time to make plans or absorbing information, like guard patrols. In fact, I'd like to make waiting in the shadows and planning your future actions where most of the interesting player decisions are. IMHO, the difficulty and interesting part of the game should be about deciding what to do, not about executing your actions.
Do you feel like waiting is currently a bit boring?
Some stream of consciousness thoughts
Perhaps you could model what a lot of AAA games do (detective mode in Batman, Listening mode in Last of us, also in deus ex i believe). In these games you can enter a mode where enemies are highlighted (within a radius) even if they're not visible but the price you pay is that movement is clamped or severely limited. Yeah it's "cheating" but it enables many of those "I'm batman" moments which feel awesome and are kinda the whole point.
So maybe you can bind "hearing" to a button, and means you can't move when activated, but you can hear around corners as it were. This allows you to build a model and form a plan (this is important) before you run into engagement in difficult scenarios. This would have to better than the current "hearing" abilities in that it would have to highlight enemies as if they were in plain sight.
An ability like that would also make a great addition on a skill tree. "levelling" in the old version was a nice concept, but it didn't quite jibe. I think it was because items were confused with abilities. Something like "hearing distance increased" would be an awesome upgrade that would make not dying meaningful.
Other "abilities": invisibility, running quietly, run speed etc
What I really want is a few more things in the level, and a few more ways to interact with the environment. Here are some throw away ideas:
- Pools of water (or something) that you have to move through really slowly to avoid making a lot of noise.
- Sniffer dogs that cannot see you, but will bark if you get too close.
- Furniture that you can hide behind, or even push around.
- A trap item.
- Little passageways that you can use but the guards cannot. (Like the vents in Mark of the Ninja)
- The ability to briefly peer around a corner without exposing myself.
- Enemies that don't patrol, but are strategically placed so that you can still get behind them. (@TheFuntastic mentioned this already).
- Loud machinery that will drown out other sounds in the room.
- Corridors?
Also, the gamepad controls would be a whole lot better if you put a deadzone on the analogs. I died more than once because I accidentally slid out of my hiding place.
I've been meaning to reply to the great feedback here, but have been a bit swamped recently (sorry for the delay). A lot of the comments I completely agree with, like adding more information for you to plan around when in the shadows, so please don't think I disagree with your suggestion, or didn't read it, if I don't directly reply :)
The idea is that, if you make a good plan from the shadows, executing that plan should be fairly easy. So things like an arc for the taser will definitely be made more clear (there is already a bit of an arc, and you can sweep for a bit, but it should be better).
You already start with a taser and an extra health point, we wouldn't want to make things easy now ;)
Something like this was on our todo list for an item pickup, but it made me think: what if standing still for a bit improved your hearing (or other senses)? No need to press a button, and it can still be upgradable...
All of those, except run speed, are already in the game. It might not be communicated very well when you get them, but they're there :)
Am I correct in assuming it's the changing of active items that's the issue, not the fact that you can carry multiple items? If so, I completely agree. I do think that carrying multiple items can give rise to some interesting situations where you combo things, but at the moment it's quite clumsy to switch, it needs to be much sleeker.
Haven't thought much about that disengagement aspect. Not sure hat just being able to restart would work, even if you drop all items. I will have to think about this one a bit more. Personally my reaction is more like: "DAMN! Why did I try to do that? AG! Oh well, let's try again, I'll be sure to finish this time..."
Lots of little juicy interesting ideas here, thank you :)
An idea I had to try and smooth the "interest curve" (how interesting it is to wait in the shadows and plan) was have more inanimate obstacles in the earlier levels, and slowly replace those with guards as you progress from level to level. The idea is that you can more easily plan around all the rotating cameras, lasers and such, which have a very regular pattern, before moving on to the more irregular and "random" guards. Does this sound like a good idea?
At the moment we're spending quite a bit of time doing contract work so we can build up our savings again and get back into things full time, so unfortunately updates might be a bit slow. We'd be very happy to accept any donation though... ;)
I really liked that darkness bomb that was really cool :P
I need to spend some more time thinking hard about the game design, but our intermediate focusses are:
- Difficulty - making the game much harsher.
- Escalation - increasing the difficulty (on the current mission) to punish for mistakes.
- Interesting observation - making it fun to hide in the shadows and figure out a plan.
- Theme - improving player engagement.
The major thing we looked at in the last update was making the game more difficult (with minimal changes to mechanics), and I feel like escalation would curb your run-and-gun strategy. The hope is that: radioing in more guards, locking down the complex, and activating cameras, should make it so you will very quickly get punished for a string of bad mistakes (which is what I consider running around guns blazing).I like the idea of more fixed-placement enemies to start with. Go for that, sounds pretty win-win.
I would second a melee arc increase.
I'd like to see a projection of where the guards last saw your character, mainly for an indicator of "get the heck away from this area" but possibly for player mistake education too. I also think it would be cool to show a dotted radius for your hearing range (if not showing all the time, then definitely fading in while a guard is in noise range). It would be super helpful in deducing whether you've got "full ear coverage" of a room or corridor, which will assist in meaningful decision-making.
I'm quite enjoying the sharp and merciless difficulty vibe and this will be a great aspect to refine and pay the most attention to. And if you find a way to teach players that "baiting out" guards with your own running is a thing, you can teach them how to deal with seemingly impossible patrols in lightened corridors without using any items at all, like I do. <3
And yeah, new graphics, yum!
These recent comments by you guys have had a noticeable impact on my recent happiness. Thank you! It's making it really difficult to carry on with contract work instead of working on this, but we do need the money right now...
On the todo list :)
I think there are some notable advantages to doing something like this, but I'm not quite sure how it would work. Currently, your effective hearing range is partially based on how loud the relevant noise is - you can hear a running guard from further away than a walking guard. Of course we could change this, but a range shown from you would only be possible if all external sounds had the same range, which I'm not sure I agree with. Thoughts on this? How do you think it could work?
I don't know how 100% this concept is but if you're paying attention to sound volume you could make some interesting additions to the game, like a variety of hidden traps / turrets which you can hear humming gently when you're close enough.
The current idea is to have all gameplay-relevant sounds have visual indicators too, which I think can work well with traps that make a soft noise. For some traps, there might only be a subtle graphical indication, but the idea could be that you would hear the trap when approaching slowly.
EDIT: my comment was made before I saw @MCA's reply. I think @Nandrew's idea could work, it just need to be tested. I have similar concerns about realism and players expectations.
Having Sounds play at different volumes with a lowpass filter on if they are coming from outside the room will make the game feel very real and you can accurately place sounds and dont need to have any visual indications. Also, have you thought about guard reactions - when they spot a dead guard, how do they react? Become more cautious, group up or start searching more in that area?
Cool idea with using a low-pass filter for more distant sounds :)
Yip, we definitely want guards to react to dead bodies, both immediately and in the long term. Not sure exactly how it would work, but it would probably depend on how many guards there are, and how much the situation has escalated. If two guards see a body, one of them might run off to call others while the first guard investigates, but if they see a pile of bodies they might be a lot more cautious and stick together.
@Kobusvdwalt9: I don't think being featured on Humble had much of an effect on Greenlight. There are a number of clicks required to get from the Humble store to our Greenlight page, so we didn't expect (or have the goal of) increasing our Greenlight traffic with Humble.
http://games.digipen.edu/games/alone#.VFm8k_mUcrU
Haven't played it yet, and I don't post it here to depress you that someone else has made the same game ;). But hopefully you can learn something from the game.