Hello Dealers! Today we continue the topic of the police in its early stages of development. We’re all very familiar with being stopped for a search and trying to run away, right? Let’s see how it started.
What you see here is not much different to what you have in the game. The patrols consisting of two police officers spawn and walk along a predefined route. If you behave normally, they won’t be very interested in you.
The trouble starts the moment you seem at all suspicious – if you behave abnormally, like crouch in front of them or run around like a madman, or if you have a big backpack with you. Then they will call you to stop and approach you to perform a check.
If you stop, and if you don’t carry like a ton of crack with you, you should be fine. However.
If you start running away, they’ll immediately start chasing you. It is possible to run away but your chances decrease significantly if you cross paths with another patrol. The patrols have the ability to predict where you’re going to go. If they see you jumping over a fence, they will run around to block your path. They also pass information between themselves about where they have seen you last.
You can hide from the patrols in buildings, however, if the building is marked as abandoned, the police can check it out. If you break into a private building, they won’t enter and you can wait it out while they search the area for you.
After a while, they will lose interest in you but will still remain alert. You’ll get a Fugitive marker for some time. If the patrol which was chasing you spots you again, they will immediately start running after you. A different patrol will not recognise you so as long as you don’t behave suspiciously around them, it is possible to just walk past them. They will, however, be more suspicious of you knowing a fugitive is on the run, so be careful because the possibility of them halting you increases.
At that point in time the patrols couldn’t do anything yet, they would just chase you and stop when they reached you. And yell. The consequences of being caught by the police were added later on.
That’s it for today’s throwback! How many differences do you see between this early look and the current version of the game?
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Just like Steam says, we’re like good parents and want all the best for our game baby, even when it’s been some time since its release. So we’d be very stoked if you nominate Drug Dealer Simulator to the Labor of Love Award.
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Here’s a new interesting thing about our upcoming update. The next change we want to tell you about is the overhaul of the NPC system.
The improved system better manages the spawn and despawn of NPCs and the police, depending on where in the world your character currently is. It allows for a smaller number of NPCs on a smaller area, which will decrease the number of calculations run and prevents numerous potential glitches caused by wandering NPCs.
When it comes to the NPCs you can give samples to, they will now spawn in a more logical and organised way. No more running without anyone in sight!
Hello there! We remember you were interested in Drug Dealer Simulator’s history, how the development looked in its early stages. And we strive to deliver! For today we’ve chosen police patrols and blockades, how they looked when they were first coded and the mechanics they followed.
So here’s your standard police blockade in the works. At that time they were not yet reacting to our character (or to anyone else for that matter), their reactions were programmed sometime later). The idea, however, was for them to stop any passer-by and search them. When an area is “less active”, fewer blockades will be there. When the area is active, meaning you’ve been caught there or chased after several times, more blockades will spawn on routes you use most often.
Patrols always consist of two policemen. One is the “boss” and the other his companion. Sorta. The main policeman is not really bossing the other one around but he is the one to contact the station when they need a new deployment. Each area has several patrol markers. If no patrol is around, a new one will be sent there.
All is controlled by the police manager – a Police Station AI responsible for blockades and patrols. When the policemen complete their patrol, the main of the pair will contact the police manager for a new deployment. Then, they’ll either move to a new area or return to the station if no more patrols are needed at the time. All in all, it is best to avoid the police altogether!
Have you enjoyed that little throwback? Would you like to see more posts like this? Let us know in the comments!
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