Development on my “Spy Hunter” game is progressing at a rapid rate. I actually call the game Spy Chase and the player adopts the role of law enforcement on the hunt for foreign spies. It’s a high speed chase through several different environments and even includes a night section where the car’s headlights come on ! I’m pretty thrilled by it.
It’s important for me to keep up the pace in the game since the real thrill is in closing in on the enemy. As the radar blips move closer together the enemy slowly comes in to view. When the blips collide you have captured the spy !
The more spies you capture the greater your score. That’s pretty much the size of it.
What I’m really interested in is the mechanics of the chase.
Since it’s vital for me to maintain a sense of speed with the chase I’ve been careful not to litter the road with too many obstacles. Here’s how it currently works.
Player collects flags to increase the speed of the car. The more flags the faster the road speed.
Player can also ride over a speed strip and achieve a short speed boost.
To counter the boosts I placed a couple of obstacles – an oil slick and a balloon. (I was short of inspiration that day !)
The oil slick spins the car without any control allowed from the player and resets the road speed to the default.
The balloon merely bumps the car and slows it temporarily.
Of course hitting the roadside verge also temporarily slows the car down.
This game is currently aimed purely at mobile devices so the touch screen is the only input. I’ve positioned the car about 1/3 up from the base of the screen so that the player can slide his finger left and right beneath the car without obscuring it. I think the effect is pretty tidy.
Link to follow.