Replaced the fragile per-civilian scripts (4 near-identical files) with a shared civilian_base.gd and thin subclasses. Rewrote cop spawning to use a central SpawnManager autoload that dynamically adjusts cop count based on live drug thresholds — cops scale up as you carry more drugs and scale back down if you drop below thresholds, with excess cops walking off screen naturally.
Ambulance
Built an entirely new ambulance system from scratch — checks every 20 seconds for dead bodies on screen, drives in from the left with siren, parks next to the oldest body, plays door sounds, removes it, then drives off to the right (no U-turn). Fixed several bugs including: wrong offscreen boundaries, bodies not being picked up (bruiser/boomer sprite visibility bug), newest body being picked up instead of oldest (added spawn timestamps), siren behaviour, and an occasional disappear caused by a fragile await which was replaced with a timer.
Cop Behaviour
Cops no longer chase just because player is holding drugs — must be spotted committing an actual crime
Two separate crime flags: spotted_violence (shooting/stabbing) and spotted_dealing (selling crack)
Flushing drugs clears spotted_dealing but not spotted_violence
Cops turn around immediately when a crime is spotted, even if out of detection range
Vision cone debug overlay (red = front 150px, blue = rear 100px gunshot range)
Jump-over detection with configurable delay before cop turns around
Cop pauses chase when player enters a room, resumes instantly on exit
Double-arrest race condition fixed with a global arrest_in_progress lock
Prison guard correctly excluded from all street crime detection
STOP sound removed
Wanted System
Shooting only triggers wanted at the moment the gunshot fires, not when button is pressed
Cop facing away within 100px hears gunshot, turns around and chases
Snapshot system captures cop positions at trigger time so animation delay can't cause false negatives
Prison guard excluded from all detection checks
Ambulance & Cop Room Transitions
Cops correctly pause chase when player enters rooms using Global room flags, resume immediately on exit. Fixed enter_room flags never being cleared (rooms don't reload the scene).
Splash Screen Created a splash screen that shows splash.png with splash.wav for 3 seconds before the title screen, with a skip button.
Bug Fixes & Cleanup
Prison guard no longer pre-agroed when player arrives in jail
Dead bruiser/boomer bodies now correctly picked up by ambulance
Removed all debug prints and vision cones can be toggled with one constant
- Fixed bug where if you killed cop while being tased then next time you got arrested the car wouldn't come and take you to jail. - Fixed bug where if you restarted game, the player position and stats didn't reset.
Version 0.0.5:
- Added title screen music. - Added background music.
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Update log:
Versions 0.1.3:
Spawn System Rewrite
Replaced the fragile per-civilian scripts (4 near-identical files) with a shared
civilian_base.gdand thin subclasses. Rewrote cop spawning to use a centralSpawnManagerautoload that dynamically adjusts cop count based on live drug thresholds — cops scale up as you carry more drugs and scale back down if you drop below thresholds, with excess cops walking off screen naturally.Ambulance
Built an entirely new ambulance system from scratch — checks every 20 seconds for dead bodies on screen, drives in from the left with siren, parks next to the oldest body, plays door sounds, removes it, then drives off to the right (no U-turn). Fixed several bugs including: wrong offscreen boundaries, bodies not being picked up (bruiser/boomer sprite visibility bug), newest body being picked up instead of oldest (added spawn timestamps), siren behaviour, and an occasional disappear caused by a fragile
awaitwhich was replaced with a timer.Cop Behaviour
spotted_violence(shooting/stabbing) andspotted_dealing(selling crack)spotted_dealingbut notspotted_violencearrest_in_progresslockWanted System
Ambulance & Cop Room Transitions
Cops correctly pause chase when player enters rooms using Global room flags, resume immediately on exit. Fixed
enter_roomflags never being cleared (rooms don't reload the scene).Splash Screen Created a splash screen that shows
splash.pngwithsplash.wavfor 3 seconds before the title screen, with a skip button.Bug Fixes & Cleanup
move_and_slide()null errorVersion 0.1.2:
- Added ambulance system to come and pick up the dead bodies.
Version 0.1.1:
- Added additional sound effects
- Bug fixes
Version 0.1.0:
- Added additional crackhead to sell to near the biggie building
Version 0.0.9:
- Improved UI
- Added cop kill counter
Version 0.0.8:
- Fixed missing background in coke room.
- Fixed cop spawning logic bug.
Version 0.0.7:
- Added icon for the executable.
Version 0.0.6:
- Fixed bug where if you killed cop while being tased then next time you got arrested the car wouldn't come and take you to jail.
- Fixed bug where if you restarted game, the player position and stats didn't reset.
Version 0.0.5:
- Added title screen music.
- Added background music.
Balance adjustments.
-Bug fixes.
Version 0.0.4:
- Rebalanced cop spawn logic.
- Bug fixes.
Version 0.0.3:
- Rebalanced economy.
- Added background music.
Version 0.0.2:
- Added city wind background sound fx.
Version 0.0.1:
- Initial release.