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