STEALTH: Be careful and pay close attention to everything in the building when you try to sneak in. Make sure no guards or civilians spot you, otherwise you must hurry tying them up or they will call the police.
Avoid cameras and laser beams to stay hidden, any triggered alarm will alert the police.
Choose between picking the locks or drilling them open. Picking the lock is silent but may take a longer time, valuable time you have before the cameras turn to see you. Drilling might be faster but it is loud, any nearby guards and civilian will take action if they hear you.
Disabling circuit boxes will kill the electricity and is another way to stay a ghost.
LOUD: When an alarm is triggered, you must hurry to prepare before the police arrive at the crime scene.
The initial police enforcement is easy to handle, but as the heist goes on they will realize how tough you are and send in a SWAT Team and snipers!
It has been a long time since the last article about this game.
During this time, the game's direction has changed drastically.
It was originally intended to feature a long and intensive storyline.
With time, I realized how this was too ambitious. One person alone
cannot create a project of this size while maintaining a reasonable game quality.
This is why I shifted my priorites and now focus on the more important parts of the game.
Here is a summary of what I have done during the last 1.5 years.
With new priorities come new game mechanics.
As part of a changed focus, the game now encourages a more strategic play style
with new stealth-based features designed to make you think.
The story-centered structure that it once had is replaced
by a more simple level select system with 16 challenging scenarios.
- Police Station
- Gold Reserve
In order to support several different playstyles,
I have changed my level design philosophy to think about
every decision a player can make, and design the levels with that in mind.
The weapons and equipment are re-designed, the minigames are better
and there are more features for both the silent and loud approaches.
It has always felt like the game was lacking depth.
After extensive experimentation, I discovered how important the lighting can be for a game.
With a lighting engine implemented, it is more immersive to play
and the game looks better than it ever has before.
- Improved player movement
- A tutorial level
- Smoother path finding
- Patrolling guards
- Rebalanced enemies
- Reaction indicators
- Electronic doors
- More minigames
- Optional loot
- Map details
- Object shadows
- Pause screen
- Added settings
- Multiple save file support
- Better UI animations
With the game being close to completion, I have begun small scale beta testing.
The early feedback as already been insightful,
and I am open to any ideas that could make the game even better.
To make the game more interesting, I have added mini games instead of waiting for actions for complete. More of the story has been completed.
Most importantly is the upgrade to Game Maker Studio 2. As characters speak they will now appear on the screen, so the player gets to know them better.
The Game View is now more zoomed in to get you closer to the action! Destructible Environment has some new features, Surrounding details, such as bushes...
New visual effects have been added, which makes the game much more pleasant to look at and play.
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