The Idea of Stealth



Hello and welcome to the Devlog #2 for Tarot. Stealth is a very important aspect of Tarot, since the player character is usually outclassed by the enemies within the Dark Beneath, the setting of the game. In order to get inspiration for how it should work, I replayed the first two Thief games, Ultima Underworld and even the first Splinter Cell. Clearly not the most polished games, but the style of stealth is what I wanted to replicate; Thief’s Light Gem, the color gradient from Splinter Cell, something very readable. 

The Player is not a powerhouse, fights are not the Best Option. The Dark Beneath is a harrowing place filled with goblins and ghouls and whatnot, so it made sense that stealth would come into play. Not every fight is a fight you can win in the early game, but even when you progress further I didn’t want to eliminate it entirely, so I had certain cards affect it, certain skills buff it, etc.

Pretty bog standard devlog. Maybe last time was just a fluke? Who’s to say!