1. Drug Dealer Simulator
  2. News
  3. Throwback time: Police patrols and blockades

Throwback time: Police patrols and blockades

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!