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(11 edits)

Update log:

Versions 0.1.3:

Spawn System Rewrite


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 ~15 GDScript warnings (unused parameters, variable shadowing)
  • Fixed move_and_slide() null error
  • Ambulance Y position respects scene placement

Version 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.