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Nightmare Grounds Stealth Abilities

  • Apr 17
  • 2 min read

Updated: May 3

In this project , I have developed complex player stealth abilities, Environment Interactions and special Weapons. Every element in this game, including doors, weapons, and traps, can be interacted with by both players and AI characters. Stealth Abilities : All Ai characters have sight, Hearing, touch and prediction perception. Some are developed by Unreal perception system and Some are developed by my own custom code Tall Grass & Stealth Takedowns


Player can hide in tall grass, but standing up or running will make them visible again.

If an enemy hasn't noticed the player and isn't on alert, the player can execute a stealth takedown.

Prerequisites of Stealth takedown: Enemy should be "Not alerted," "Not suspicious," and "Unaware of player presence."

Flashlight and torch Enemies can detect/sense players flashlight and torch, player needs to turn it off in enemy proximity


AI agents are intelligent enough to see the player beam of light shining nearby

Covering System


Players can take cover behind walls or obstacles and shoot from there. (Note: Cover animations are courtesy of the ALS system available in the marketplace.)


Covering and Shoot from cover mechanics

Running Noise & Silenced Weapons"

"Unaware" AI agents can hear footsteps, gunshots, fall/drop noises, etc. The AI awareness state increases with each noise from "Unaware" to "Suspicious." If an AI agent hears a noise for a long time, it becomes "Alerted" and engages in the attack.


Each Humanoid AI NPC has a HP bar and Awareness UI widget on top of them (invisible creatures like whisperers don't show their widget )

Survival Sense

Player has a Survival Sense which acts like a sonar scan, identifying interactable items nearby for a short time.

Survival Sense Scan






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