Later on, I plan to incorporate analog controls to my game using a USB Xbox controller to allow for micro-movement. But for now, I'm using digital, all-or-nothing controls while I get the game set up. With that in mind, I have the following scenario that I'd like some suggestions on how to make a reality...
During my stealth game, there will be certain "audible" triggers that will alert the enemy that something/one is nearby, but it won't activate the chase status... Right now, I have a "water" object to simulate a puddle on the ground. When the player walks through it, it's suppose to generate a "splash" sound (that's to come later...). However! If you "tip-toe" through the puddle, virtually no sound will be made and the enemy will not be alerted. This is difficult to do when you have digital controls.
So what I'm thinking is to have a test where an audio trigger won't be generated until the player has walked so many steps through the water. Say, every 10+ steps, alert enemy. If the player stops before reaching ten steps, then it's akin to having walked softly (slowly) through the water.
I'm using the 8-Direction for controls via the keyboard presently. (Again, later on I will incorporate analog controls to make it easier to walk slow/fast. But not everyone will have analog controllers, of course.)
Suggestions on how to make this work, please? Thank you!