• I'm part of the Dev team on a new spy game, give us ideas!
    58 replies, posted
Now, I can't tell you anything much about it, (I've signed a non-disclosure agreement), but I'm a voice actor on a spy game being made (Imagine a mix between Goldeneye and Splinter Cell) and were still quite early on in the process of making it. So we've got plenty of time to incorporate any ideas or complaints you may have for spy games in general, anything from cool multiplayer gamemodes, to fancy singleplayer mechanics. Also, please note, we won't be able to credit everyone that comes up with ideas, so please don't sue us, we may leave a "Thank you to Facepunch" in the credits, but I can't promise anything. We are still in early stages, and aim to have an alpha ready in early 2014. More information may follow later. So please, give us anything that YOU want to see to make the ultimate spy fps, whether it's things you hate in other games (Don't worry, i've read the thread), or things you love in other spy games, or new things you'd love to see! Thanks in advance. [url]http://www.moddb.com/games/the-contract[/url] [url]http://thecontractgame.co.uk/[/url]
What if there would be two meters to gauge opposition awareness; Suspicion and Alertness. Suspicion is raised by not being directly spotted but doing things that might draw attention like fucking up something, guard seeing something that wasn't there before. Alertness is the normal way of getting everybody on your ass; being spotted, leaving corpses on plain sight, firing your noisiest guns. Speaking of which, enemies who see a glimpse of the player would not immediately get alerted, but investigate the vicinity thoroughly and carefully, forcing the player to shake him off before continuing. Succeeding makes him go away, but majorly raises Suspicion. When a guard sees you, they'll investigate at least the 5 meter radius of the sound for a few seconds. Oh, and if the guard is not dealt with, they'll inform others they heard something suspicious and this'll elevate the Alertness level a bit. This can be optional if realism isn't a concern, but traversing noisy surfaces like metal containers or walking on roofs generates NOISE. This could raise alertness level. What if there would be two meters to gauge opposition alertness; Suspicion and Alertness. Suspicion is raised by not being directly spotted but doing things that might draw attention like fucking up something, guard seeing something that wasn't there before. Alertness is the normal way of getting everybody on your ass; being spotted, leaving corpses on plain sight, firing your noisiest guns. Speaking of which, enemies who see a glimpse of the player would not immediately get alerted, but investigate the vicinity thoroughly and carefully, forcing the player to shake him off before continuing. Succeeding makes him go away, but majorly raises Suspicion.
I would love if AI reacts appropriately to the area they're in when they hear noise. For example:A guard at a broken down warehouse wouldn't really direct much attention to small noises due to him probably suspecting it would be a rat
[QUOTE=Matrix374;41529581]I would love if AI reacts appropriately to the area they're in when they hear noise. For example:A guard at a broken down warehouse wouldn't really direct much attention to small noises due to him probably suspecting it would be a rat[/QUOTE] That would give another question, classifying small and big noises.
make it so that guards actually notice when their friend is missing and they try to find them, not just when they see their body
I know this doesn't really fit your description but I always loved this idea: Basically, there are two teams, the Spies and the Villain. The Villain is randomly chosen at the start of the round out of all the players. The map is a standard, small open-world city and the goal is for the Spies to find clues leading to the Villain's secret base, which is in a different location each round. The Villain, however, plays the game like an RTS, controlling a large group of NPC goons to foil the Spies' plans by, say, blowing up the building they're in with C4, sniping them from afar, etc. The Spies would get clues leading closer and closer to the secret base with every attack they foiled, say if the Goons planted C4 in their building and the C4 was defused, they could pick up clues from the C4.
Why there never is a spy game set in the neolithic age or fantasy?
We are doing our best to make sure our noise and stealth mechanics are in order. We will also have plenty of ways to get rid of a body, for example: In a snow level of the game, the player will be able to hide bodies in snow, things like that, we will also have plenty of noise detection thingys (I'm a voice actor, don't judge me). We also plan on having various sneaking-related game-modes, one for example, is somewhat similar to The Ship, where you get someone you have to kill, and someone has to kill you. But it might take placeinside a large mall, where you will have to find and eliminate your target, without either your own killer, or the police, seeing you doing it.
This game seems ambitious from what you say, but I'll leave the judgement until I see something of it and remain carefully optimistic.
Parkour. You should be able to either take the high road, or the low road to avoid enemies. Oh, realism could be a factor. If you run for too long, you'll start breathing heavy, increasing the chance of you getting found. It would also hinder your aim a bit. Realism is what makes it for me in games like this. And I love how we get the chance to influence it, it makes a game better.
Thanks a lot for the ideas everyone, much appreciated. I do agree that it's quite ambitious so far, were currently a 25-man team, and were quite close with the dev's of the Underhell mod for Half-Life 2, our game is also running on the Source engine, but we do plan on making it a full game, and are making all our own assets. [editline]20th July 2013[/editline] [QUOTE=GentlemanLexi;41529789]Parkour. You should be able to either take the high road, or the low road to avoid enemies. Oh, realism could be a factor. If you run for too long, you'll start breathing heavy, increasing the chance of you getting found. It would also hinder your aim a bit. Realism is what makes it for me in games like this. And I love how we get the chance to influence it, it makes a game better.[/QUOTE] This piece of concept art might interest you, [t]http://media.moddb.com/cache/images/games/1/23/22494/thumb_620x2000/rooftop-chase-motion.1.jpg[/t] We will allow the player to take their own route, however they may please, different levels will have different routes, in this level it's mostly parkour and such, in another level it's vents and climbing around and under trucks. Oh and in respone to Mr. Tripp,i'm not sure if we could incorporate quite so much, that's almost a whole game in itself, although i could try asking Dean what he says.
Perhaps allow us to place small traps? such as tripwires that will trip over a guard allowing you to knock him out/kill him.
Whatever happens, make sure you include C4.
This seems pretty awesome. Will this game have a "if you're found you're fucked" mechanic, aka, game over if you're found? I'd prefer to be able to attempt to get away, even if the guards are on full alertness after i've been found. Another idea is that you can replay story missions (I'm assuming there are story missions) in a scored mode, where less is better. For example, you gets points added for; People you kill, the amount of total alertness raised by guards (incorporating nitro's idea), speed over a certain time etc.
We'll certainly have some timed and remote detonated bombs/C4. About points, after each mission, you earn money based on how you've done, so you might get more money for killing your target discreetely, finding intellegence documents, etc. And you'll lose money for getting caught, killing irrellevent targets, getting filmed on CCTV etc. Similar to what's in Hitman games. Those money can then be used to buy new weapons and equipment for your next missions. Apropos the "Fucked if found", i don't think we'll have a particular "You have been seen, mission over", but if you do get properly seen (alarm gets sounded, and you don't hide well), you won't be able to take a lot of gunfire, and being in an all-out gun battle is a bad idea. We won't have health packs, if you get shot you'll bleed until you tend tp the wound, if you get shot in the leg you'll walk slower and make more noise. You can buy a bulletproof vest, but then you'll walk slightly slower aswell, and you may get seen more easy when trying to blend in with a crowd.
This sounds awesome.
Why thank you, all your ideas so far are very appreciated, when the time comes, I'll see if can get give out some alpha keys here.
[QUOTE=GussGriswold;41530228]We'll certainly have some timed and remote detonated bombs/C4. About points, after each mission, you earn money based on how you've done, so you might get more money for killing your target discreetely, finding intellegence documents, etc. And you'll lose money for getting caught, killing irrellevent targets, getting filmed on CCTV etc. Similar to what's in Hitman games. Those money can then be used to buy new weapons and equipment for your next missions. Apropos the "Fucked if found", i don't think we'll have a particular "You have been seen, mission over", but if you do get properly seen (alarm gets sounded, and you don't hide well), you won't be able to take a lot of gunfire, and being in an all-out gun battle is a bad idea. We won't have health packs, if you get shot you'll bleed until you tend tp the wound, if you get shot in the leg you'll walk slower and make more noise. You can buy a bulletproof vest, but then you'll walk slightly slower aswell, and you may get seen more easy when trying to blend in with a crowd.[/QUOTE] On that last note, have a mode where you fail immediately on being seen that quickly loads that part over for those of us who want a 100% stealth run as painless as possible. What I hate most is when I get spotted over and over and each time it takes 10 seconds to try it over; Hotline Miami does it really well. Though, you'd still need some good tells to tell us how it went wrong, so a spectate / free look on death would be nice. [editline]20th July 2013[/editline] Oh and C4 that you can place multiple down and have them explode at once or in sequence so we can have that cool cinematic explosion as we walk away. I always missed that in games like Spinter Cell.
Hire David Hayter
For interacting with environments try to do what Amnesia: the Dark Descent did. Its really immersive to be able to pick up anything and open and close drawers and doors with your mouse. Nothing beats trying to be stealthy in that game while slowly opening a door.
[b]INTELLIGENT INTERACTIVE DIALOGUE[/b] I think that pretty much covers my wishes. Most of the spy games I've played frustrated me because the character would just be a dick or something in situations where he could talk his way out. Not to mention being undercover etc.
I'm not sure if we'll have dialouge that's interactive per say, but we do our best to make our characters intellegent. And then again, i doubt interactive dialouge would be that difficult to make in a Source game, atleast it'd give me some more work to do. I'll have to ask Dean (The big cheese) what he thinks. Also, about the fuckediffound again, you do raise an interesting point, i suppose we could have some sort of threshold setting whereby you could choose how much you'd be willing to get discovered before automatically cancelling the mission, or we could do it by difficulty, IE: On easy, you could try to fight your way out, and on normal you'd lose automatically when discovered, please tell me how you'd prefer it.
You should include a crossbow and a knife as weapons. Are there going to be multiple weapon slots?
You need to put Co-op, it might be fun sneaking into a base with your friend.
[T]http://www.fpsteam.it/digilf/XIII/XIII_01.jpg[/T] Make a copy of this game because it's perfect in every way.
A smartphone with all sorts of spy apps (and normal apps too) Just think of it, a good modern multitool with everything you need. It can store data like maps, codes, people's files, etc. You can have apps like binoculars via the camera zoom. You can aim it at a person using an identifier app and a few seconds later, after looking through a database trying to match a face, you get their background and information. (Would make people who don't have any sort of background more suspicious, too.) Want a bomb detonator? Bombs triggered by attatched disposable phones. Phone that number and the bomb blows. All those little things people do with smartphones and tablets nowadays are amazing, you know. You can even control shit like RC helicopters and cars with them, so you can scope out small hard-to-reach areas. Some top-of-the-line high-tech smartphone with all these kinds of things and more could really be a game changer. And I also like it when game menus appear as if the character is actually accessing them, like in Dead Space or Borderlands 2. The phone could hold all the game menus when in game.
[QUOTE=Kannata;41541776][T]http://www.fpsteam.it/digilf/XIII/XIII_01.jpg[/T] Make a copy of this game because it's perfect in every way.[/QUOTE] What game is this?
[QUOTE=Leg of Doom;41529650]Why there never is a spy game set in the neolithic age or fantasy?[/QUOTE] i don't think they had spies back then, dude
Holy shit, there's something awfully wrong with his head. [img]http://thecontractgame.co.uk/wp-content/uploads/2013/05/SAB_LOW.jpg[/img]
Rick Astley and Conan O'Brien had a child and this happened.
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