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You are at a house of a suspect. You got enough evidence
to arrest the guy or maybe you hope you will get enough if you
search the house, so you decide to sneak your way in.

First, you have to decide what equipment you are going to
wear. Taking everything would weight too much, so you have
to limit yourself. Should I bring a camera and a
safecracking kit to gather more evidence or should I get
grenades to take out the guards more easily?
Then, you have to search the house. You hide from the
guards to prevent from sounding the alarm.
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The mouse cursor will change into a target icon when
it is over a guard and clicking on him will shoot a
bullet. The more precise the shot, the more damage
you will do. Precision depends on distance and the
time you took to aim before shooting. The smaller
the circle in the target icon, the more precise is your
aim. |
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If you take one guard
down without sounding the alarm, you can take his clothes to
disguise yourself. With a disguise, you can be seen by
other guards in the same room, as long as they don't see you
face to face.

You can search and take photos for clues and evidences.
You can also place some bugs to monitor movements in those rooms
even if you are far from there. Searching in a safe
usually gives you better evidences or equipment. It might
even give you the master plan or enough evidences to make the
criminal agent turn on his organization and work as a double
agent for you!
Done:
- Graphics for an office type of room.
- Graphics for the guards.
- Generate a room making sure there is a path between
every doors, i.e. the furniture does not completely block
the access to a door.
- Miniature of the house: Unvisited rooms are not
shown, as are guards in rooms not bugged or too far away.
Guards in the same room as you show up only if the room is
bugged.
- Agent UI to move, open/close door, search, safecracking,
take photos, plant a bug, stand/crouch, aim and fire pistol.
- Alarm when you are discovered.
- Guard AI to move around the house, fire pistol and
respond to an alarm.
- Line of sight: Guards out of sight will not show up.
- Mouse cursors for walk, stand/crouch or aim. You
can also use the spacebar or 5 on the keypad to
stand/crouch.
- Health for both you and the guards. The amount of
damage done by a bullet depends on the time taken to aim.
- Sound effects.
Left to do:
- Graphics for other types of room.
- Grenades, booby traps and remote control.
- Jump
- The car junkyard "room" used when criminals drive you
off the road because you raised the alert level too high in
the city.
- Music
- Inventory system: Beside the items you could pick in the
original game, I plan to add a police helmet (extra hit
point), smoke grenade, dynamite stick (opens a safe, but
start the alarm), test tube with acid (opens a safe without
starting the alarm, but might break if you get hit while
carrying it).
- Disguises and search corpses.
- Computer access and password.
Ideas for improvements:
- Make the suspects move inside the house, maybe with
bodyguards needing more than one hit to shot down.
- Suspects really go to meetings and to the infraction
sites. So, if you break in when the suspect is away,
you can hide somewhere waiting for him to come back.
If it is time for the suspect to go to a meeting or do some
infraction, he might get out of the house and you can follow
him.
- Some kind of puzzle when you try to open wall or floor
safes. You have to be careful to keep an eye on the
breaking into building window to make sure the guard do not
surprise you while you do this.
- More logical placement for furniture than random.
Random has the advantage of making combat inside a room more
different than if it is more logical, but it would feel less
weird.
- Multi-level houses with stairs and/or elevators to
change level. To prevent having to spend hours on a
single house, there would be less rooms per level. The
sound map also shows the room just over and under your
current location so you know if you can safely climb up or
down stairs.
- Surveillance cameras and you might have to disconnect
them to go undetected. Disconnecting them could be
done in the electronics
screen.
- Starting outside: instead of selecting a door and
starting inside, you start outside and have to move to the
door (or maybe a window?). There would be very little
cover outside, so it would not be a good place to stay when
there is an alert. When you take down guards,
reinforcements would come in part from the outside.
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