If the player decides to put the enemy to sleep, after waking up the enemy and the ones around him will look for the player. This mechanic brings a sense of realism since the real enemy would have a look and give information to others.
I wanted the AI to be more alive and increase the challenge for the player so I added a patrol system. Moreover, I drew more attention to this enemy and arena in general. By several playtests, I set a time of patrol which increases the emotional tension.
The player can put the enemy to sleep using a “sleep weapon” or make a stealth kill. The mechanics allow the player to slip past the enemy unnoticed.
Using many enemies at a time and a highlighted (by light, shape, ammo, objects outside) exit, I force the player to run rather than fight. But I put a few covers so that the player has an option to fight.
I wanted to promote exploration and hence created a few simple puzzles which require exploring the level for a solution (buttons, keys) using hints (wires, light, etc). Even the main arena is a puzzle where the player should examine the space, think, act.
To dilute the gameplay and enhance the immersion there is a small side activity. I think that it makes the experience more fun and less serious.
In the beginning, I am showing to player mechanics (closed doors can be open, buttons can be pressed, sleep ammo, time of sleep, stealth kills) to teach him the rules of the game.
To increase the interest of the player and for mental mapping, I created an opportunity to look in the windows so the player knows better what awaits him and to make him feel a sense of progression after.
-Level design project
-Unity
-Width 95m X Length 125m
-Realtime lighting
-Developed in 4 weeks
I intended to create a 3rd person action/stealth adventure in the setting of a house during construction works at the top of a skyscraper. It is a blockout with AI and visual scripting.