Spielerando

Guards that hear nothing, or everything: noise from walking should fade, not flip

Stealth in an adventure depends on how far your steps carry. If noise is either on or off, creeping feels pointless, and if it vanishes the instant you stop, a guard standing one step away hears nothing. Here is a radius that depends on gait and floor, fades out, and weakens through walls.

Why this works

Sound does not vanish the instant its source stops, and a guard who hears it needs a moment to react. Letting the noise fade gradually gives a player something to read and plan around, and walls dull a sound rather than silencing it.

When not to use it

Skip it when stealth should be a fixed puzzle, with guards on set routes and clear lines of sight, where listening adds hidden chance. Also drop it in games with no quiet option. Then show vision cones and keep all rules visible.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 18 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Guards that hear nothing, or everything: noise from walking should fade, not flip" (read_entry rpg-sneak-noise-radius-lingers) 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