Jumping and landing make noise that nearby enemies can hear
In a game with sleeping predators and guards, a leap on gravel should be a mistake and a hop on moss a safe choice. The pitfalls are noise that ignores how hard you land, sneaking that silences everything, and walls that do not matter. Here is how to turn a jump into a hearing radius.
Why this works
Sound in the real world grows with force, depends on what is struck, and fades through walls. Giving a jump a hearing distance built from those same three things makes stealth readable: players can predict what is quiet and plan their route.
When not to use it
Do not use it in a fast action game, where players cannot slow down to listen to the ground and hidden noise rules would feel unfair. There, tell the player in advance which areas are guarded and keep the rules simple.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 21 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Jumping and landing make noise that nearby enemies can hear" (read_entry jumping-noise-wakes-nearby-enemies) 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