Stealth a game by DermonDarble and 101PILOT

You guys may have seen this before, but DermonDarble and I have been working on a new and upcoming game that has just exploded recently even though it is in alpha. Our new game is call Stealth and it is inspired by Assassins Creed even though we have never played it ourselves. What is unique about our game is the fact that we use custom character models that have the ability to climb all over the 25 buildings in the main city with ease. There are also NPC citizens and guards will try and stop you if you cause trouble. We are really excited about this and hope to release our game into beta very soon. Here are some pics and a short gameplay video. I hope you guys like it.

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Amazing animations for sure, good job with that.

EDIT: You should also post a link to your game here

It looks pretty good and it’s a cool mechanic, IMO it’s just a shame that you hint on the Assassin’s Creed franchise majorly with the outfits and UI instead of giving the game an original style. It doesn’t have to be an AC-like game to have these kind of mechanics, there are plenty of games that have mechanics like this, I’m sure you could come up with an original theme that would make it more interesting.

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I did the tutorial and when I began combat I flung out of the map.

I’m not sure what happened, I could do it fine. Also, the tutorial will be updated a bit to give more information / be more clear.

I like the game, the combat is kinda bad cause it’s really hard to land hits but there’s also a problem with getting stuck inside the buildings while your climbing them.

I agree, the combat is pretty silly in my opinion. Everything else looks pretty good though I’d say.

100R$, poo :frowning:

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The design and presentation are fantastic, gameplay is fun, but I strongly feel it needs more content and a certain “motivation” to want to continue playing. Seems to me all you can currently do is kill guards/players on repeat to level or get a new weapon.

We will be adding more missions and a bunch of other things so you can compete with friends.

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Guards should have something like a red “!” mark above their head’s if they are aggravated.
Ranged weapons should have a trail effect so you can more easily see where the arrow landed, as well as it giving away your position more, meaning you have to be stealthier.

Also I think another cool gameplay aspect could be stealing and pickpocketing people, this could also provide the opportunity to steal and change clothes to change what you look like.

And events could take place like guards escorting an important person that everyone would try and target.

How did you go about attaching the characters to the buildings when they climb them, is that done with Body movers or something else?

If you’re going to make your UI elements collide with the core roblox chat gui, at least make your own custom chat gui then.

Do you have any plans on making blending with the crowd a thing?

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Possibly, I’ll add that to my todo list.

Played it earlier, awesome game!

I found a bug though, I had a mission to get a bounty of 700, but when I received the mission, my Bounty was already on 825.
Do I need to get a bounty of 825 + 700, or is that a glitch?

I have a screenshot if you need it.

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Played the free released version

Although this game is impressively scripted, it’s got the biggest case of mislead mechanics I’ve ever seen.

… Why is there parkour in this game? Yeah, it’s well scripted, it works well, you can get around the buildings in a cool way- but why? Everyone is running around on the wide open fields the ground provides- there is no point running away or going to rooftops. Hell, guards aren’t even enough of a problem to use rooftops/ parkour mechanics to get away.

The combat is bad. If there is some kind of levelling system that affects damage output then this game is… Not very good. There’s no way to obviously gauge how strong another person is (Or that they’re a player for that matter) so most sword fights are just randomly running around and flailing until someone dies.

It seems that you guys set out to do one thing; recreate Assassin’s Creed mechanics on Roblox. You did that, but you failed to translate those mechanics into a game. You have arbitrary mission goals, like kill players with X weapon, kill X amount of guards, etc., this just seems like a lazy tack on to give players “something to do”

There is no real point to the game. One of the big impressive mechanics doesn’t get a chance to shine in any way, the mechanic which the game boils down to is extremely repetitive and generally unfair.

4 Likes

If I were you, I’d get rid of the arbitrary levelling mechanics and just work off a “unlock new weapon” system for varying gameplay. Maybe some bounty system which gives you incentive to be the “strongest guy on the server” or take down the strongest guy through some efforts.

I’d completely redesign the map to incorporate smaller more narrow streets; where guards would have the upper hand and forcing players to move up and around buildings more often. The big wide open areas where all the spawn locations are centered outside of- nah, this is a big mistake. No open fields close to spawns; everyone will flock to these areas and do the boring sword fights.

Give reasons to stay hidden. There is no benefit to sneaking up on anyone; everyone always has their sword equipped, running at full speed, and slashing as soon as anything gets close. Sneaking up will just give you a 0.1 second chance to get a hit in early, before they start flailing.

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The game is very much in alpha. You can’t critique the features that it doesn’t have yet when it is still essentially a tech demo. It’s also their intent for players and NPCs to be unidentifiable.

IMO, seeing as combat is a major mechanic of the game, it needs to be redone to feel better. Whenever I play I find the game is neat until I try to play the combat mechanics. They’re really boring and feel hard to use. I hope smooth feeling combat isn’t overlooked.

I see this argument made everywhere- this simply isn’t a problem about there not being enough content or there being bugs.

The parkour was intentionally crafted. The combat was intentionally crafted. It has an unbelievable amount of polish to it.

…

Surely, when making the map, they’d consider the mechanics they spent polishing- running a few prototype maps to get a feel for how the mechanics translate into gameplay.

Well- that would’ve been more likely if the mechanics had been completely original, and not obviously inspired by an existing game. Absolutely nothing is wrong with that. What is wrong is not considering that game’s original design intentions with those mechanics.

It is easy to arrive at the conclusion that they just thought they’d put a well scripted game together on Roblox, use that flashy “Wow this looks neat!” approach to getting an audience attention… And then… Hmm… What then?

“Well it’s just a fun game”
Yeah, I was lead to believe that as well

“We just wanted to make it, no harm done”
Of course not, but why settle for your core mechanics not being used and the game being… bland? Was this not noticed during the development? Was releasing the game before any of the core mechanics translated into competent gameplay a good idea?

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