Game Overview – Snipey Swipey

Whilst the city slumbers, the robo-goon menace patrols the corridors of the world’s biggest corporations. Piles of loot are just waiting to be taken, but going it alone as a frail thief could be quite dangerous. Having a partner with a sniper rifle on a nearby roof to watch your back should help even the odds…


Snipey Swipey is the newest title I have been working on alongside the game’s lead designer, Cass Marshall, of e-sports journalism fame. As the lead programmer, I will hopefully be able to get a prototype of this thing thrown together by the end of the month but, knowing me, I bet development spills over into March or even April as I refine some mechanics to an obsessive degree.

What is Snipey Swipey?

To put it into genre terms: Snipey Swipey is going to be one part stealth platformer, one part shooter, and two parts puzzler.

(First) the player will choose a building to heist from a stage-selection screen.

(Second) The player will be given control over both the thief who will be sneaking their way through the stage stealing loot, and their sniper partner who has a view of the whole building and can take out the robotic mooks from afar.

Should the thief be caught by the patrolling robots, the stage ends and the player will have to try again from the start.


The Challenge/Goal

The challenge I am looking to accomplish by making this game comes in the form of merging two completely different game genres – shooter and stealth platformer – to work alongside each other synchronously. This means that the player will have to split their attention between both platforming and protecting the platformer. A mistake on either end could make the game far harder on the other, so the goal is to get players to play the game as perfectly as possible.

As the programmer, however,¬† I have to be on the player’s side and plan on giving them as much of a fighting chance as I possibly can.


Generation IV – Pseudo3D

Put some basic sprites into the game with really basic animations, but I also created some logic that would prevent the player from colliding with “background” objects unless they were on a y-axis that was greater than or equal to the “background” object.

This means that, if the player is underneath the center point of a physic object’s collider, the player will not collide with said object. If they are on the same level or greater than the object in question, however, they will collide with the object.

This further gives the illusion of 3D space in a 2D environment.