No.110 / 280Action & reflex · Stealth & identity

Hiding Spots and Exit Timing

Getting in is easy; picking the right moment to come out is the game.

Prototype complexity
Who plays
Solo decisions
Design focus
Timing · Risk · Information
HITMAN World of AssassinationNo.110HITMAN World of Assassination

01The core loop

Action → feedback → next choice
  1. 01Find cover under pressure
  2. 02Hide and watch
  3. 03Wait for a patrol gap
  4. 04Exit and advance

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You're in a closet; a guard circles every 10 s and faces away from it for only 3 s.

  2. T2

    Turn 2 · The player chooses

    You exit on the first second of his turn and take 2 s to reach the door shadow.

  3. T3

    Turn 3 · The feedback

    By the time he turns, you're out of view; the edge alert never lights.

  4. T4

    Turn 4 · The next decision

    The next room has no hiding spots, only shadows and timing.

How it plays

Closets, shadows and bushes make you temporarily invisible but limit your view. If seen entering, enemies search it directly. Exiting has a brief exposed animation, so you need a window when patrols face away.

What the player weighs

  • Waiting longer feels safer, but timers and patrol shifts may worsen things
  • Safer spots usually give a narrower view

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

HITMAN World of Assassination
H

HITMAN World of Assassination

P1

47 can hide in closets and crates; NPCs who see him enter will check them, so exits must be timed to sightlines.

Thief
T

Thief

P2

The originals rely mostly on shadows rather than enterable closets; standing still in darkness lets guards walk right past.

The difference worth noticing

HITMAN's hiding spots are discrete objects; Thief turns every patch of darkness into one.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Hiding Spots and Exit TimingStealth & identity+

Give hiding spots slots: a closet holding you can't hold a body, a bush with stashed gear can't hide a person.

Prototype this combo in Yoroll

→Follow the next idea

Stealth & identity

Rising Alert Stealth Routes

Guards don't spot you instantly; suspicion builds, and you reroute inside that buffer.

Prototype complexity
Who plays
Solo decisions
  1. 01Read patrols and sightlines
  2. 02Commit to a route
  3. 03Suspicion meter climbs
  4. 04Break contact or reroute
Dishonored · HITMAN World of Assassination
Stealth & identity

Disguise Access Rights

Every outfit unlocks a different map, but someone always sees through it.

Prototype complexity
Who plays
Solo decisions
  1. 01Locate the needed outfit
  2. 02Subdue or steal to change
  3. 03Enter newly allowed zones
  4. 04Avoid those who see through
HITMAN World of Assassination · Shadow Tactics: Blades of the Shogun
Stealth & identity

Moving Through Light and Shadow

Shadow is your armor; every lamp is a problem to solve.

Prototype complexity
Who plays
Solo decisions
  1. 01Read the light map
  2. 02Advance through darkness
  3. 03Deal with blocking lights
  4. 04Watch your visibility gauge
Thief · Mark of the Ninja
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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