Let a guard notice the hero step by step instead of all at once
Guards who see you the instant you enter their view make sneaking pointless, and guards who never notice make it too easy. A fill-up meter gives players time to react. This entry shows what fills it, what drains it, and how not to flicker at the edges.
Why this works
Noticing is a process, not a switch. A value that fills and empties gives the player time to see danger and react, and keeping the guard alert a little longer than it takes to fill stops it from flipping back and forth.
When not to use it
Skip it in a fast action game where being seen should simply start the fight, or when the hero is meant to be loud and obvious. A plain sight check is clearer there; use it only where sneaking is the fun.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 27 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a guard notice the hero step by step instead of all at once" (read_entry guard-notices-slowly-with-suspicion-stage) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP