Posted July 07, 2019 by McLean
Alright, week four! This is the Exits Update! At a glance:
Basically all of my development work this week was centered around implementing this new exits/highscore system. Separating the end condition from the victory condition allows for a bit more depth of play. The new briefcase spawn timing is straight-up a buff for the driver, and reaching six doesn't require as much care or skill as in previous builds. But if you find that you can reliably get six briefcases and escape, then it's time to try for seven... or... ten!!
As the cops continue to spawn the difficulty ramps up very quickly, so higher scores require a lot of luck as well as a certain degree of skill. That said I think the new system is much better than before; it adds a really neat "push your luck" kind of feel to it -- the fact that you need to escape with your score rather than just hit it means that there's a big risky feeling for going for that tenth briefcase versus safely cashing in your nine. That feeling of "nah, too much heat - I'm gonna get out while I can" is a mood that's exactly in line with what I want CCD to be bringing about.
Next week's effort will be focused on updating the way the cops spawn, so that it doesn't get to a point where the board is just saturated with cops and victory is impossible.
As always, let me know what you think!