about dot sneakdot sneak reduces stealth to its essential elements. You must sneak your way through levels, reaching goals while evading the notice of guards, armed with nothing but your wits. Use cover and your ability to track the guards' patrols from afar!
dot sneak is a browser-based WebGL game! No plug-ins should be needed if you're using Chrome, Firefox, or Safari. There is no charge or registration needed to play.
dot sneak is patterned after the top-down Soliton Radar in the popular Metal Gear Solid games. You're the green dot; you need to avoid the red dots, which patrol around the map, in order to get to the goal. If you get spotted, you'll need to shake the guard off your tail quick.
Guards have view cones. These are blocked by walls and obstacles. Normally a guard will keep its gaze fixed forward as it moves, but when it gets to one of its patrol points, it will likely stop and look around.
If a guard catches sight of you, you have a second to get out of sight before it starts shooting! You have no weapons of your own, but if you can lose your pursuit, you'll be able to recover your health.
Guards will investigate areas where they thought they saw a trespasser, or heard something odd.
While dot sneak draws inspiration from Metal Gear Solid, it can lend itself to all sorts of games that involve sneaking about a map such as a high-technology thief, or a marine trying to escape a wrecked starship in a hostile jungle. Your imagination is your only limit!
In its present state, dot sneak is very much a work in progress. There are a lot of things that still need to be done before it can be called complete... And even then, there are an infinity of things that could be done with the engine, allowing people to do much more with it.
Here's a partial list of planned features!
- Obstacles: crates, desks, chairs, file cabinets, control consoles, machinery, the list goes on and on, but all of them can give rooms flavor and provide you cover.
- Crouching: some obstacles just aren't as tall as others. You'll need to crouch to stay in cover behind the shorter ones.
- Stealth Guards: your ability to see the entire level isn't perfect! Some guards may be invisible on your radar; perhaps your motion tracker doesn't work if they stand still. You'll still be able to see them if they're within your line of sight.
- Leaning Around Corners: you should be able to peek around corners just in case there might be a stealth guard waiting to ambush you!
- Sound: when you run, it should alert guards within earshot even if they're not looking your way. Guards should be able to alarm other nearby guards. Reaching certain goals might cause noise, such as blowing up a door. Some floors might be squeaky.
- Scent: you could leave a scent trail or footprints that fade gradually. Certain types of guards might notice these and give chase, forcing you to run and lose them in the distance.
- Sound Effects: audio cues should play when guards notice you, when they shoot at you, when you reach goals, when doors open... Sounds could add a new dimension to the game.
- Campaign: right now there's only one prototype level! Once these things are in, there should be a campaign to showcase what dot sneak can do.
- Campaign Management: allow players to switch campaigns, save your progress within campaigns and allow you to replay levels you've already cleared.
- Level Editor: clean up the level editor and give players a way to publish campaigns so others can play them.
is dot sneak open source?
I'm sorry, but not yet! I want to redo the code, now that I understand it a bit better. Once it is releasable, I will probably offer a library under either BSD or Creative Commons. If there is specific code you're interested in borrowing, please contact me.
why write dot sneak?
I've always wanted to get into game development, but been frustrated by how to reach out to as many people as possible, with a low barrier to entry. Finally, I settled on HTML5 and WebGL as my platform of choice.
While I can draw, I also wanted to spend very little time on art for my first game projects. I would rather spend my time creating the technology and refining the game design! I decided on a top-down schematic view, because I like the aesthetic, and it would lend itself well to future game designs.
A top-down MGS should be perfect, I thought. This should only take a month or two to implement.
Ha. Five months down the road, I've finally got enough pulled together that I can show off a complete level from start to finish... But as you can see from the 'to-do' list, there's still a lot that could be done, just in terms of putting meat on its bones. Then I'll want to polish it up, develop some real content for it, submit it to the IGF... Well, there's no sense doing a job halfway, right?
Anyway, this is my first real game project, but hopefully not the last. Wish me luck!