[Prototype] Top-down shooter with sight mechanic
Apologies for the recent influx of prototypes I've been posting. I've been in a bit of a creative rut and trying to find an idea I'm willing to spend time on.
Without further ado here's some game play of my latest prototype. The question I'm asking with this prototype is what if I made a top-down shooter and limited the character's vision to only being able to see what's in front of them. It made the player really cautious around corners which I really enjoyed, but I quickly realized the limitation can feel a bit frustrating at times. So I decided to add a radar that can be emitted from the character to see nearby enemies and their movement for a split second. I think this added some nice strategy to the game. Now instead of being completely unaware of your surroundings the player can predict the enemies movement and plan their attack.
I don't have a stable build yet but I'll be uploading one soon, hopefully.
Looking forward to your feedback and advice.
Without further ado here's some game play of my latest prototype. The question I'm asking with this prototype is what if I made a top-down shooter and limited the character's vision to only being able to see what's in front of them. It made the player really cautious around corners which I really enjoyed, but I quickly realized the limitation can feel a bit frustrating at times. So I decided to add a radar that can be emitted from the character to see nearby enemies and their movement for a split second. I think this added some nice strategy to the game. Now instead of being completely unaware of your surroundings the player can predict the enemies movement and plan their attack.
I don't have a stable build yet but I'll be uploading one soon, hopefully.
Looking forward to your feedback and advice.
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Comments
Tuism said: The idea was to limit the usage by needing to recharge the radar, but as you mentioned it just promotes the player to wait, which I don't necessarily want.
Tuism said: I did have a similar idea with adding foot step sounds and the closer the enemy gets the louder they become, but the player would still not be able to tell where it's coming from. Adding sound pulses will visually give the player a clue to where the enemy might be. Which I like more.
I have a few ideas how I can incorporate the "sound pulse" mechanic but would like to hear your opinion on them:
1. Have every enemy pulse every second or so
2. Only enemies near to you pulse, so you can't see the ones further in the distance, or
3. You need to stand still to "listen" to the visual pulse by the enemies near to you
Tuism said: I had something similar to this but I wasn't quite happy with the result. I think it might have been the way I visually presented it that might have needed some work. But I'll try to add it again and improve on it.
Thanks again. I appreciate your feedback. It helps a lot.
But it might come down to not realism but fun. And that's hard to tell by just talking about it :)
Edit: sorry the gif came out a bit wonky. Some of the characters seem to be invisible
I'd like to see something like what @Mattbenic is suggesting, as it makes the environment much more important. If you do do something like a heat map, perhaps that effect can be obtained by doing something like a liquid simulation, with each sound propagating through the grid (with open spaces letting sound through, walls mostly bouncing it and letting only a little through), and then learning to read the resulting heat map requires understanding how sound propagates and is absorbed and might be quite interesting to master. Maybe what I'm describing is more like ripples on a pond than a heat map...
Other considerations might be that walls can be shot through, but only kill enemies right next to the walls. i.e. providing ways of exhibiting the player's mastery of understanding the audio tracking system by letting them perform trick shots.
Another thing I imagine you're going to want to implement is some stealth on the player's part. What I like about the direction you're going in, particularly in the first post, is that you're providing the player better information of the enemies than most games do. (And if done well, I think the result of this might be a game where the player feels more badass than most games).
So maybe when the player shoots and makes a sound you can see the sound-impression of yourself that the AI then searches for...
That obviously extends to manipulating the environment in a way that creates false AI targets, and then being able to outsmart the AI better than in most games because this game provides better information to the player.
I like that idea. It makes the environment play a much more important role then it usually would in games. I just need to find a good way of presenting it in an understandable way.
Thanks again.
That sounds rad. I think it should only display the blurry version of the heat map that's in close proximity to the player though, not the whole map. But it could work really well I'm thinking. To add more difficulty in later stages external sounds could be introduced to interfere with enemy sounds, like a radio playing music or something like that.
I personally tend to enjoy games more where I feel like a badass :).
I'm not sure what you mean by false AI targets. Can you please elaborate on this.
What I meant was that if you can attract enemies (like say in Hotline Miami), and it's possible to trick enemies (like by making a noise remotely and then planning an ambush) then visualizing what the enemies are targeting would give the players more certainty and let players feel more mastery over the system (and so feel more like badasses). It might not be the best term, but the "false AI target" would be then the target that you've tricked the AI into targeting.
That's all assuming you want to visualize the AI's internal thoughts. But that seams like the direction this game is going in (that of giving the player special information about things like enemy movement that allows for outsmarting despite being outnumbered).
Again I'm not sure why the enemies don't show up in the gif. Might be the gif's colour limitation or something.
It does look chaotic.
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Thanks for the comment @mgeorgedeveloper
Kinda like my original idea :).
Would also be cool if something like the radio you mentioned actually messes with your radar in that it makes it more difficult to detect enemies. Perhaps the player would then first need to destroy the "distraction" or something along those lines.
Oh and please don't ever apologize for posting too many prototypes. I love your work, however raw you might think it is. ;)