Duck Thief Update! - Basic Stealth and Combat Systems


Hey guys, it’s been a while since the last update and I know they come pretty rarely, so I just want to apologise for that. Anyways, I’ve started working on the first actual mission, getting some of the core gameplay systems down, I think they’re turning out pretty well, and I definitely have a more solid vision of what I want the game to be!


What’s different from last update?

  • Headshots/Weakpoints - I’ve changed the shooting system to now include weakpoints that can deal increased damage, or decreased if enemies have something like armour.
  • Added some new gadgets - The flamethrower and grenade launcher gadgets, you can see the flamethrower in action in the attached video.
  • Guard stealth patrol routes - In stealth, guards will follow set paths and face specific directions, before it was kind of random.
  • Stealth texting system - Killing a guard while in stealth will mean you’ll have to answer that guard’s phone, or else their friends will get suspicious and sound the alarm. Watch out though, there’s a limit to how many you can answer, because they’ll eventually catch on it’s not the guards answering as you give out some pretty…odd, to say the least, answers.
  • Combat mode - Failing stealth either through failing texting, or just good ol’ getting spotted means you’ll enter combat mode, where all enemies will be out to get you, and they send out backup, but be weary, some enemies are particularly dangerous.
  • Weapon sway

All (most) of this you’ll be able to see in the video, including some of the soundtrack I’ve been working on! (Sorry for the bad video quality btw, I have no idea why it does that)

Thank you so so much for reading, and I hope you guys have a great day! If you have any cool ideas or criticism to give, don’t be afraid to comment it!

See you guys in like half a year in the next update! - SpookySlaughtumn

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