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Got my game idea! - Stealth
I've developing an application for work using Unity. I figured while I'm learning Unity for work I may as well develop my own game along with it. At first I was thinking a miniature scale game that can be largely kept within the viewport, for comfort. However, Fragments got me thinking larger.
I think one of the best ways to build on the augmented part of the Hololens would be a real-life stealth game. I'm thinking more along the lines of of the old Metal Gear Solid VR missions, where you're simply trying to reach a waypoint to progress on.
Although I used to do video game artwork in my past life, I'll probably do a pre-made asset for the enemy that already has animations to save me time, maybe with a re-texturing for uniqueness.
Anyone see any pitfalls with this idea? Any features you'd like to see (can't make any promises)?
Things I have planned:
- A collider extending from the characters head with a fixed distance for vision. If the camera enters the collider, the character can see the user. This may need reworking or be changed, as I want the detection to not be triggered if the user is occluded by the enviroment (wall, chair...etc).
- Voice commands for distraction. Similar to, 'over here,' which will entice the character to investigate.
- If I understand correctly, the built-in nav mesh will not work, as that is a baked nav setup. However, there seems to be a few nice generic realtime A* methods already implemented that I can use.
One concern is that skinned meshes will have a bit more of a performance hit, so I may be limited to one or two enemies.