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What does a good game consist of? (part 39)

Stealth tools

Splinter Cell games got really good way of performing tools. The more
moves and techniques you know, the more likely you'll beat the level.
Examples are night vision, third person camera look behind walls,

triple beam laser, full legs stretch(far above the ground). You have
to keep in mind that tools here also implies anything than else than
weapons, as in various toolkits of all types. Like pistol silencer,

camping shovel(to make a stealth camp), food, water and other needs
for survival. It is possible  to get creative and make outstanding and
unique, when it comes to the kind of tools your games uses. Also keep

in mind 2 dimensional games use stealth to. How to devise a stealth
tool? Here is a good example: if you are making a first person shooter
stealth game, you can try cloak modules, that consist a camoflague

cloak. There is one thing you have to keep in mind though, the actual
cloak structure and what kind of a cloak you use. In other words,
modules consist a cloak together, and there are other cloaks, other

than just invisibility. There is a camo cloak(use of military
camoflague colors, double mix of green and brown, combined with
a cover module) and a time cloak(you disappear for ten seconds,

and cannot be seen by any one, not even the actual cloak traces).
If you want to make an unique type cloak yourself, just use modules
to construct one(in code and design, not actual game, preferably).

modules: color mix, cover, (invisibility) = camo cloak

modules: disappear, (invisibility) = time cloak

Try making your own cloak types and modules, and also to try to make
other outstanding stealth tools. Apply brilliant ideas, and
possibilities are endless. It will take time and effort, but is well

worth of being on a path of making a good game.

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