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For this game, I want to create a stealth system that makes players feel like they are a skilled hunter instead of just another fighter. The main goal is to make stealth feel smooth, rewarding, and useful during gameplay. Players will be able to approach situations in different ways instead of always fighting every enemy head-on. They can hide, observe enemy movements, plan their attack, and take enemies down when the perfect opportunity appears. The game will be first person and realistic rather than cartoony. Uis should feel clean and not blocky. One of the biggest features will be the takedown system. Players will be able to silently eliminate enemies by getting close without being detected. Takedowns will reward patience and strategy, allowing players to clear areas without alerting everyone nearby. Different takedown types will be added, including behind-the-back takedowns, corner takedowns, and attacks from above. Each takedown should feel powerful and satisfying while still keeping the player focused on staying hidden. The game will also include hiding mechanics that allow players to use the environment to their advantage. Players will be able to hide in dark areas, behind objects, and in specific hiding spots around the map. Enemies will not immediately know the player's location if they notice something suspicious. Instead, they will investigate noises, search nearby areas, and become more alert depending on what happens around them. Another important feature will be ventilation systems and hidden pathways. Players will be able to enter vents and move through the map without being seen. Vents can be used to sneak past groups of enemies, reach new areas, or set up surprise attacks. Some vents may lead behind enemies, allowing players to plan a stealth takedown from a safe position. Enemy AI will play a major role in making stealth interesting. Enemies will have different awareness levels. At first, they may be completely unaware, but after hearing sounds or noticing something unusual, they will become suspicious and investigate. If the player is spotted, enemies will alert others and begin searching the area. This creates tension because players will need to think carefully about every move they make. The goal is to make stealth feel like a skill that players improve over time. Beginners may struggle with staying hidden, but as they learn enemy patterns and understand the environment, they will become much better. A successful stealth player should feel like they controlled the entire situation without enemies ever knowing what happened. Future updates will add more stealth features such as distractions, noise detection, enemy communication, advanced AI behaviors, more takedown animations, and larger maps designed around creative stealth strategies. The final goal is to create a Roblox stealth system that feels smooth, satisfying, and gives players the freedom to approach every situation their own way.
Project ID: 40567159
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Active 5 days ago
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⭐⭐⭐⭐⭐Hi, I like the direction of this project because the focus is not just adding combat features, but creating a real stealth experience where AI behavior, player choices, and environment interaction work together. I have experience developing gameplay systems involving Roblox mechanics, scripting, UI, and interactive features. For this project, I would build the stealth foundation first: enemy awareness states, detection logic, hiding mechanics, takedown interactions, and a clean first-person experience. Then we can expand with vents, distractions, advanced AI communication, and additional stealth strategies. The most important part is making the system feel smooth and rewarding, not just functional. I’ll focus on performance, clean code structure, and creating mechanics that can easily support future updates. I can start quickly, share progress regularly, and collaborate closely with you on gameplay decisions, balancing, and the overall player experience. Thanks
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8 freelancers are bidding on average $131 USD for this job

Hi, We are available to take this on and get your stealth system working perfectly. The main issue with complex stealth implementations is usually the synchronization of AI awareness states and raycasting for detection windows. Are you planning to use a modular state machine for the AI to handle the different awareness levels (unaware, suspicious, alert) and do you want the takedown animations to be handled via server-side replication or local client-side prediction for smoother performance? We recently developed a similar stealth and takedown system for a high-fidelity first-person project that required realistic enemy navigation and environmental interaction. We used custom raycasting to handle line-of-sight checks and implemented a behavior tree to manage the enemy investigation mechanics, ensuring that noise detection felt responsive and rewarding. We also optimized the animation handling for silent takedowns to ensure they looked impactful while maintaining perfect synchronization across all clients. Our approach prevented common desync issues and made the stealth gameplay feel fluid and immersive for the players. We are eager to discuss the project further. Reach out to initiate a conversation! Best regards, Quantum Code Solutions
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