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Stealh tutorial: Prevent guard from detecting player on spawn point - #2808

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IDynamixI985:spawnpoint
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Stealh tutorial: Prevent guard from detecting player on spawn point#2808
IDynamixI985 wants to merge 1 commit into
endlessm:mainfrom
IDynamixI985:spawnpoint

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@IDynamixI985

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In the tutorial stealth level, the lower guard was previously able to detect the player immediately upon respawning at the first checkpoint/spawn point when turning around at the end of their patrol path.

To fix this and provide better pacing:

  • Adjusted the initial path and level geometry near the spawn point to ensure the player remains safe upon respawning.
  • Updated the path layout slightly so the movement toward the next section feels more active and engaging rather than just walking in a straight line.
  • Adjusted the sand path visual cues accordingly to align with the new safe spawn area.

Resolves #2529

@IDynamixI985

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Hi, I've changed the path a little so it's not straight. Is this okay, or should I leave it as it was at the beginning—but keep the change to the spawn point so the guard doesn't catch the player?

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Play this branch at https://play.threadbare.game/branches/IDynamixI985/spawnpoint/.

(This launches the game from the start, not directly at the change(s) in this pull request.)

@manuq

manuq commented Aug 31, 2026

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First off, I confirm that the spawn point is safe now!

Hi, I've changed the path a little so it's not straight. Is this okay, or should I leave it as it was at the beginning—but keep the change to the spawn point so the guard doesn't catch the player?

I think the non-straight path works, although wasn't part of the issue. But if you do it, please adjust the shadows and foam tiles. I'm marking in red the extra shadows and foam that should be removed, and in yellow the tiles missing foam:

This is how it looked before, for comparing them:

Screenshot From 2026-08-31 13-28-05 Screenshot From 2026-08-31 13-29-13

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Tutorial stealth: First spawn point is not safe from first guard

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