FullMetaltech
Member
That looks really good. About time we get a Tenchu like game again. Im going to keep this under my radar.
a problem I find with stealth games is the sheer predictability of the routes of guards. and I hope the enemy behavior doesn't reset itself.
In the original prototype, you could do stuff like teleport-kill from the ceiling by creating shadows above an enemyThis looks cool, and I like the character design quite a bit.
Also, it certainly looks very 'Tenchu' for better or worse. I personally think that's a good thing, but I would like to see some flashier stealth kills. The ones I'm seeing in the gifs above get the job done, but the stealth kills in Tenchu always had this sort of flair that made them awesome to execute over and over.
Generally, the visual design has this cool, supernatural edge, it would be cool to see that come out a bit more int he gameplay. Perhaps it does , later in the game?
I imagine being too unpredictable would get frustrating; not only when running around, but at the planning stage as well. It'd need to be really finely balanced. At the end of the day, stealth games are puzzle games and to solve puzzles you need to know the rules and what all the parts do, and that includes how an enemy is going to react and at the very least where they're likely to go.
With resets, I think I prefer the option. Linking with difficulty is always good.
The devs are working on a level editor for this, so you might get your wish
Yeah, here's some info and GIFs from last year about the level editor:Oh I heard they were looking into it but I didn't know they actually committed to doing it
ALRIGHT I'M ON BOARD
I'm prototyping a new level editor for Twin Souls. The idea is to create a new game mode akin to Metal Gear Solid VR Missions (but with a more.. 'magical/dark' aesthetics.)
It's going to be minimalistic. Create a level layout, place guards and patrol routes, light sources and objectives (mostly). It's very early to say if it will work, but right now my only concern is the placing of navigation meshes. The vanilla Unity nav meshes are baked, but we are using the RAIN plugin, so I think we can create them in real time. We'll try to find a way anyway.
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We are working on a contracts/challenge mode that it's mainly a mission editor linked with Steam Workshop, so everyone can create their own missions with assets from the game, place patrols, mark targets etc.. and upload the mission to the workshop. As Lince Works, we'll be creating a different packs of missions with the tool, and the 1st mission we'll be uploading will be a direct reference to the Kill the Evil Merchant mission from Tenchu 1.
Everything is looking impressive! Thanks for throwing this onto my radar.
I am deeply saddened that Tenchu seems to have died, I honestly thought the series still had lots more it could've done. Will be sure to pick this up once its out.
Any chance you could fit this game for a Vita release?
When is the expected release date of this game?
The point of the post flew over your head completely in olympical proportions or maybe it pulled a ghost run on your critical thinking level XD
What you described above is what i called "pure stealth" and it is also what i like. But we are not getting those types of game much these days or at the least, developers seem to consider that they don't sell well enough to the bigger audiences.
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Edit: Miles typed something related to my post:
I know it's probably early, but the AI doesn't respond at all.
Come on.
I imagine being too unpredictable would get frustrating; not only when running around, but at the planning stage as well. It'd need to be really finely balanced. At the end of the day, stealth games are puzzle games and to solve puzzles you need to know the rules and what all the parts do, and that includes how an enemy is going to react and at the very least where they're likely to go.
With resets, I think I prefer the option. Linking with difficulty is always good.
Yeah, here's some info and GIFs from last year about the level editor:
Not sure if it'll still be minimalistic as originally stated but here's a level editor update from the previous page:
Damn, that must have been frustrating to hear. How hard is it to grasp the concept of a stealth game? I enjoy open-ended sandbox gameplay as much as anyone, Hitman Blood Money was my introduction to stealth and made me a fan of the genre. But there's something very rewarding about playing a game like SC Chaos Theory and ghosting a level.Fun fact: Spoke with a publisher yesterday who was puzzled (and concerned) because of the lack of combat. Yay! ... :/
I tested a build on Vita last year and it went at 3 FPS or so.. This is a game heavily dependent on real-time shadows, and Vita is not powerful enough![]()
As expected. If i may ask what would the budget be to bring this game as you guys envision it and how many sales would it take to get a decent cut at the price you are aiming?Fun fact: Spoke with a publisher yesterday who was puzzled (and concerned) because of the lack of combat. Yay! ... :/
As expected. If i may ask what would the budget be to bring this game as you guys envision it and how many sales would it take to get a decent cut at the price you are aiming?
i ask because, i think in a few years we (specially you developers) will see a light at the end of the tunnel, and a small team of guys will be able to make the 3D game they want withouth going broke or quitting their day job. You know, like in the golden age of home computers in Europe (Amiga, Spectrum, etc)
Also since you are making this type of game, hopefully you have played vast amounts of 2012 game of the year (for everyone that knew what they are talking about) MARK OF THE NINJA. Are you trying to make a 3D version of that but with it's own twist?
Mark of the Ninja, Hitman Bloody Money, and Splinter Cell Chaos Theory are the stealth triumvirate for me. The best in the genre, and nothing else comes close
Not only that, Mark of the Ninja is the only game in recent years where you feel like an actual master-of-the-shadows ninja rather than a combo-happy killing machine (cough Ninja Gaiden cough)
Oh definitely, but I mean, in terms of recent games where you play as "ninjas" like Gaiden and Ninja Blade and Shadow Blade, MotN was the only one where you actually play a ninja. It was great to actually be a stealthy ninja for onceNinja Gaiden is just a hack & slash with an extreme difficulty curve; it's just a different genre.
Fun fact! Historians think ninjas used to wear red clothes to hide blood stains. The more you know..
Aragami turns dark when he's hidden, so we needed a bright color to create contrast. We decided on red as it worked really well with black and the blood. People also associates red with 'hero' features, I don't know why (Superman, Iron Man, Flash, Spiderman, Cpt America..?) but it makes the character more likable.
I welcome with open arms a new stealth title that has echoes of Tenchu.
Unfortunately, that doesn't look very much like Tenchu and I don't even know what to say about the portal power and teleporting up cliffs.
How about making a stealth game that's not polluted with crappy powers? Just you and your ninja skills, nothing more. Shifting, teleporting, etc makes stealth completely redundant...
Sigh. One day we'll get a traditional steath title. One day.
In fact, I read that historical ninjas were more like the Agent 47s of the era rather than the all-black outfits you see in movies. They would disguise themselves as farmers and workers, to get close to their targets without rousing suspicion. That's why quite a few ninja weapons look like farm tools so they could be armed in plain sightInteresting.
In fact, I read that historical ninjas were more like the Agent 47s of the era rather than the all-black outfits you see in movies. They would disguise themselves as farmers and workers, to get close to their targets without rousing suspicion. That's why quite a few ninja weapons look like farm tools so they could be armed in plain sight
This common ninja weapon could be hidden as a field scythe
Besides the Shadow Creation and the Shadow Leap, we've narrowed the 'Greater Shadow Powers' to 6. These are powers you'll be able to unlock by finding Shadow Orbs through the game (like the runes in Dishonored?). The character will have a secondary energy bar for these special powers and there won't be many possibilities to refill this energy through the level, so the player has to think very carefully when to use each power. There's 3 aggressive powers and 3 pacific/stealth oriented powers.
The powers right now are:
Izanami: Aragami channels shadow energy into a solid weapon, throwing it to a targetted enemy, killing him instantly.An expensive long-range attack.
Burakkuhooru: Aragami draws a dark hex onto an enemy's back or any surface, which can later be triggered to create an explosion of dark energy.A 'C4' mechanic that creates a black hole when triggered.
Fūjin : Aragami throws dense shadows in front of him, blinding enemies caught in the attack.A mechanic to stun enemies in a cone arch.
Seishin: Aragami transforms into his spirit form, were he can become one with the shadows for a small amount of time. A temporary invisibility that turns off torches (making noise and possibly alerting guards) if you go near them.
Sukkaku: Aragami summons an humanoid shadow at the target position, which makes an eerie sound to attract nearby enemies. A long range decoy / distraction generator.
Karasu: Aragami's companion raven surveys the environment highlighting enemies and objects. Auto-explanatory.
No poison rice, no buy.
I need to make an effort to finish MotN; I thoroughly enjoyed what I played of it. What's stopping me, for the most part, is the presumably imminent release of AssCreed Chronicles, which appears to be Ubi's take on the formula. There's a degree of irony in the fact that what looks so little like AssCreed may potentially play more in line with what people were expecting with the original game (which, to this day, is still my pick of the bunch).
I haven't thought about other references to Tenchu, but we've planned some easter eggs from Dark Souls, Journey and other games we love
Do you have any suggestion for a Tenchu reference?
perhaps remixes/homages to the music in the tenchu series. https://www.youtube.com/watch?v=NC2Z8sc1PII&list=PL5E74868980E8AF3C
i enjoyed the musical score very much
You ever think of contacting Devolver Digital ? They're a great indie publisher and whilst I'm not sure if they fund titles themselves they could maybe help you out in some kind of wayCouldn't hurt to try and keep the game you want to make.
What's the second? Titan Souls and...I spoke with some of the Devolver guys at Gamescon last year and they were pretty cool guys (obviously), but they only invest in a small amount of games each year. They are a small company and want to stay that way.
I might try contacting them again anyway.
Edit: Also, a 3rd 'Souls' game in their catalog might be a bit too much.. haha
What's the second? Titan Souls and...
Oh, right, forgot they picked that one up.Crossing Souls
Do you have any suggestion for a Tenchu reference?
Devs are trying to decide on a new logo design
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Devs are trying to decide on a new logo design
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