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Quick overview

Keep art simple (low-to-mid resolution) and focus on clear shapes, basic animation, and simple AI for stealth gameplay. Use tools like Godot (free) or Unity. This guide gives a short step-by-step plan you can finish fast and learn a lot.

1) Choose resolution and style

  • Low pixel-art example: 320×180 game canvas scaled by 3 (displayed 960×540). Mid resolution example: 640×360 or 1280×720 for smoother look.
  • Use integer scaling (x2, x3) for crisp pixels. For mid-res, use larger sprites with the same clean shapes.
  • Tip: limit colors and keep strong silhouettes (easy to read at small sizes).

2) Make the character (steps)

  • Start with a silhouette: draw a simple black shape until the pose reads clearly.
  • Define proportions: head, torso, legs. Keep details minimal so they read at low resolution.
  • Create a sprite sheet: frames for idle, walk (4–8 frames), crouch, and a simple action (e.g., tag or hide).
  • Tools: Aseprite, Piskel (free), or Photoshop. Save PNGs and a sprite sheet.

3) Basic animations and collision

  • Animate feet and body with few frames. Test at final game scale.
  • Add a simple collision box or capsule that matches the character’s body — used for movement and detection.
  • Use separate hitbox and visual sprite so animations don’t break collisions.

4) Stealth / 'Manhunt' mechanics (simple, kid-friendly)

  • Core mechanics: move, hide (crouch behind obstacles), avoid guards, and reach goals.
  • Guard AI: use a small state machine — Patrol → Suspicious → Chase → Return.
  • Detection system: combine distance + line-of-sight (raycast) + noise level (running makes more noise).
  • Non-violent alternative: guards tag you and send you back to a checkpoint instead of harm.

5) Simple AI pseudo-logic

state = PATROL
if can_see(player) or hears_noise: state = CHASE
if lost_player_for(seconds): state = SEARCH
if search_done: state = RETURN

6) Tools and how to put assets into a game

  • Pick engine: Godot (easy + free) or Unity (lots of tutorials). Both support 2D well.
  • Import sprites/sheets, create animations, and set collision shapes in the engine editor.
  • Create PlayerController script (move, crouch, change animation) and GuardAI script (states above).
  • Camera: use a follow camera that keeps the player centered or slightly ahead.

7) Bringing everything together (step-by-step)

  1. Create a scene/level with simple tiles or blocks for walls and cover.
  2. Place the player with collision and animation. Add controls (arrow keys/WASD).
  3. Place guards with their patrol waypoints and attach the GuardAI script.
  4. Add detection: a raycast from guard to player for line-of-sight and a distance check.
  5. Make hiding: mark some areas as 'cover' so when player is inside cover, guards have lower chance to see them.
  6. Test: play, tweak detection ranges, speeds, and animation timing. Repeat.

8) Optimization & polish

  • Use sprite atlases (combine images) to reduce draw calls.
  • Keep sprite sizes reasonable for chosen resolution to avoid slowdowns.
  • Add simple UI: health/checkpoints, a stealth meter, and small sound effects.

9) Learning plan (fast)

  • Day 1: pick engine + make one character sprite and walk animation.
  • Day 2: player movement and collisions working in engine.
  • Day 3: guard basic patrol and detection (raycast + distance).
  • Day 4: level with cover, hiding mechanic, and polish.

Resources: search "Godot 2D tutorial," "Unity 2D platformer tutorial," and "pixel art tutorial Aseprite/Piskel." Keep things simple, test often, and iterate. Have fun and make a non-violent version if you prefer!


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