So, I'm making this game where you play as a catburglar like pic related that sneaks into high security private vaults. So far I've done the stealth mechanics/ gameplay.
What I'm clueless about is the level design and difficulty. What do you guys think should be inside this high security vault? So far, I've come up with >corridors filled with cameras but has blind spots. >turrets that shoot at you if you get caught >dogbots that chase you? >Laser traps aka sort of like those dungeon spikes/ceilings but with laser detection.
How else can I make the game interesting? I can't come up with level progression or a plot.
Will your game have customizable outfits and inspection menu where I can jerk off to hot cat boy in tights?
Kevin Nelson
>How else can I make the game interesting? I can't come up with level progression or a plot. make an optional side content part where you sneak into a woman's bathroom or bedroom and fuck her brains out. the point being you have to go out of your way to get something not necessary but totally worth it
captcha: 8YGAY
Caleb Miller
Yeah sure ill probably put up unlockable skins like that old spider-man game. How can I make it interesting?
Oliver Flores
I bet he has a cute penis
Gavin Rogers
>make an optional side content part where you sneak into a woman's bathroom or bedroom and fuck her brains out. the point being you have to go out of your way to get something not necessary but totally worth it I dont wanna make a porn game.
Bentley Anderson
I will now buy your game
Noah Wright
>A stealth game where you play as a burglar who is dressed as a catboy in latex The game is already interesting, OP
Thanks. How do I come up with ideas for challenging levels?
Levi Gutierrez
Have you played Metal Gear Solid or any other stealth games? It always helped to play those games so you can see what elements should you have in your game, like having someone contact to give you tips about how to avoid getting spotted and complete the level.
As for the plot, that depends on the tone of the game you're going for. Is it something silly or serious? You could try to make the plot about someone who is in debt and stealing money to pay that debt. Or it's about someone who is stealing from rich people who wronged him Again, it depends on the tone you're going for. Hope that helps.
>Have you played Metal Gear Solid or any other stealth games? I Actually MGS is pretty much what inspired me to come up with the setting for this game. I'm clueless about level progression though. Also, thanks for your input about the plot. I haven't decided it yet but now I'm getting the faintest of ideas
Colton Anderson
Add grappling hooks that can go through tight spaces/holes; such as vents or mouse holes, and grab items or even drag you through big enough holes. Make sneaking across a tight rope or thin surface a challenge to, like a rythm game or quick time event where you have to balance.
Nicholas Bailey
>How can I make it interesting?
Costumes based on famous fictional thieves. Diabolik, Arsene Lupin, etc.
David Ortiz
>Add grappling hooks that can go through tight spaces/holes; such as vents or mouse holes, and grab items or even drag you through big enough holes. Nice. That's pretty cool. >Make sneaking across a tight rope or thin surface a challenge to, like a rythm game or quick time event where you have to balance. I thought about it but QTEs are annoying? Gotcha.
Luke Sanchez
>Gotcha.
Actually just make the game about a gentleman thief, that's way cooler than a twink in a skintight costume. I wanna steal shit with class.
Brody Powell
>I'm clueless about level progression though. Here's an idea. Since the game is about being a burglar, the level progression should be focused on the importance of who you're stealing and how much value you can get. Like you can start out stealing from a house of someone who is way, so you're able to break into your steal without having to deal with anyone and get some money, then you progress, you steal from small establishments where you have a deal with security guards and cameras, which can you get a lot of money. And when the game's difficulty peaked, you have to steal from museums where you deal with a lot of security guards and cameras, where you have stolen something like a valuable artifact or a gem I think that would just make the game lose its niche audience and become something generic
Luke Morris
>I think that would just make the game lose its niche audience and become something generic
How many video games about gentleman thieves are there? I mean the classy motherfuckers with top hats and monocles.
Colton Fisher
I think what OP can do is have customizations in the game, that way people would be able to choose whether to play as a catboy twink or as a gentlemen Oh and OP, here's another idea You could have "classes" where you play as different types of thieves, and each class has its customizations and unique gameplay mechanics, that way, your game can have a lot of replay value where people would play various levels and beat it in various ways I hope that doesn't change the focus of the game being about a cat burglar