A little more work on my thief-like/rogue-like hybrid.
The next big feature I need to put in is for guards to recognize when things in the environment are amiss: doors ajar that should be closed, lights out that should be lit, and of course missing treasure! This should beef up the difficulty of the game substantially.
I haven't had the time or energy to do that yet; hopefully this week. In the last couple of weeks I've done some small refinements to existing things.
Guards used to get completely discombobulated when a group of them would try to enter a narrow alleyway in pursuit of the thief. This was because they considered other guards to be permanent, static obstacles. The first guard would enter the alley, whereupon the rest would be forced to find paths going clear around the buildings. I fixed this by making guards into a slight penalty for movement into the occupied square. This ensures that if a guard can get around another by simply stepping around him, he will. Otherwise, he'll attempt to move into the other guard. If the other guard hasn't gotten out of the way he will stand still. My guard states already have timeouts so if this happens for two or three turns in a row the guard will give up.
Guards' attacks were a side effect of trying to move into the player, which was a problem when the player was on a square that was inaccessible to the guard. Formerly I'd prohibited guards from moving onto water or tables. I've kept the water restriction, but guards can now attack the player if he's adjacent and they can see him. In order for this to work with tables and bushes I had to add a special case to visibility: if a guard is adjacent to the player, and looking, they will see him even if he's hidden inside a bush or under a table.
Tables are now accessible to guards, but instead of a binary pass/block for each terrain type, I've now got integer-valued movement costs. This allows for some refinements to guard movement. They will avoid moving over chairs or tables, and they really try to avoid moving through bushes or windows.
Guards alerting other guards is slightly refined as well. Formerly, when a guard would sound the alarm, any guards that had not yet been updated that turn would hear the shout on that turn, while the guards that came before would not hear it until the next turn. I fixed this by running the alert status through a holding variable, so that all guards will hear alerts on the turn after they are made. This makes the speech pattern more sensible too.
I still need to add specific guard states for alerts, so their speech will be more specific. I'd like for a guard to say something about where the player is, along the lines of “He just ran behind that pillar!” This should make the player feel much more like the guards are paying attention to what he's doing. Also, I'll change the goal spot for alerted guards from the position of the alerting guard to the actual reported position of the player, which should toughen things up some.
Finally, I did some initial experiments with a ghost. The Thief games have always been supernatural tales at their core; it's part of how they sustain a feeling of dread, since you don't know what rules supernatural beings play by.
My ghost inspiration comes from Barry Hughart's book Bridge of Birds. In the book there's a bit of a trick to seeing ghosts, which the heroes learn in order to solve the central mystery of the story. I've been trying to think of interesting tricks for seeing ghosts. One is that you can only see them out of the corner of your eye. As such, I implemented a ghost which is only visible when you move away from it. It's also invisible in direct light, and invisible when it's very close to you. This ensures that, when a player first encounters a ghost, their natural inclinations to move toward it or wait to see what it does will render it invisible.
It's mildly interesting but I'll need to figure out some way to actually interact with the ghosts for them to really work. Some of the Bridge of Birds ghosts delivered a cryptic speech after they were spotted, whereupon they would vanish. Another ghost was stuck endlessly reenacting a doomed rendezvous with her lover; the protagonists had to engage her in order to break her out of it.
In Thief the various undead creatures were actually fairly straightforward modifications of the standard guards. A big part of their scare factor came from the fantastic sound design.