Version 95
Author: indiefoldcreator
Date:
Tue, 28 May 2024
Game: Streets of Rogue
Two years after release, and bug reports are still coming in! However, it's been four months since the previous update, and that's because it's taken that long to receive enough valid bug reports to fill an update. Which tells me that the bug count may be finally starting to dwindle!
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev :)
"Dungeons": Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly.
World maps: There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon.
AI: Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!)
New chunk sizes: Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world.
Engine and tech upgrades: I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?)
Laying more groundwork: As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access).
And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...
UI / Controls
Items
Status Effects / Traits / Special Abilities
Stats / Unlocks
Missions
Big Quests
Artificial Intelligence
Text
Multiplayer
Engine
Sequel Progress
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev :)
"Dungeons": Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly.
World maps: There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon.
AI: Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!)
New chunk sizes: Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world.
Engine and tech upgrades: I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?)
Laying more groundwork: As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access).
And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...
Version 95
UI / Controls
- Fix for Nintendo Switch button icons appearing reversed (i.e. A=B, X=Y)
- Fix for NPCs not displaying "Empty" if the player pickpockets them when they have nothing in their inventory
- Fix for player having incorrect physics if they fall into a hole while on ice, and are spawned back onto the ice
Items
- Custom characters start with armor automatically equipped
- Fix for player being able to do extra damage to ghosts by shooting Ghost Gibber beam in short bursts
- Fix for player not being able to shoot the Ghost Gibber past doors and windows that had been destroyed
- Player cannot steal Gas Mask off NPCs' heads
Status Effects / Traits / Special Abilities
- Fix for Shapeshifter getting white eyes instead of red after being released from Mind Control
- Antidote cures Withdrawal status
- If player is not able to hit an NPC with Mind Control bullet (due to Class Solidarity, etc.), the explosion cannot hit the NPC either
- Fix for Zombie Phlegm and Mind Control Bullets sometimes auto-aiming toward objects that they can't affect
- Fix for players not retaining Confused status properly after Possessing or Depossessing an NPC
- Killer Robot's Tank-Like trait replaced with Unstoppable-ish
- Players who are Possessing an NCP can cause that NPC to die by traversing broken glass, rather than health not going below zero
- Fix for players being offered Crooked when they have handcuffs, but do not have The Law
- Player cannot receive Scumbag Slaughterer when swapping traits
- Fix for some cases where multiplayer client with Fair Game would not cause NPCs to become scared and run away
- Fix for Jock sometimes Chaaarging infinitely into an object that should be breakable
- Fix for Zombified NPCs not being able to transform into a Werewolf
- Chaaarging into NPCs or using Electro Touch while Zombified will infect the NPC
Stats / Unlocks
- Player receives skill points for navigating Mind Controlled NPCs into holes
Missions
- NPC Ghosts in custom chunks cannot be classified as Important since this can break a run if they need to be neutralized for a mission
- Player can buy Slave from Slavemaster for “Free the Slave” mission regardless of whether there is technically space in the player’s party for another member
Big Quests
- Fix for NPCs being classified as witnesses on Assassin Big Quest if the Assassin's target is killed a second time after being Zombified
- Arrow appears above Musician's head in final level during Bouncer's Big Quest
- NPCs who have been challenged to a fight for Wrestler’s Big Quest will pronounce the fight “not fair” if they become Mind Controlled
- NPCs who have been challenged to a fight for Wrestler’s Big Quest will stop the fight if they end up joining someone’s party mid-fight
- Player cannot be assigned optional missions in buildings where Goon's Big Quest takes place
Artificial Intelligence
- Fix for Cops becoming hostile toward the player for hacking the Killer Robot
- Fix for NPCs not becoming Loyal when the player breaks them out of prison using Chaaarge
- Fix for hostile NPCs not fighting each other when spawned into a prison room together mid-game
- Fix for Big Quest target NPCs becoming hostile toward their friends too easily
- Fix for Cops becoming hostile toward players who pickpocket NPCs while invisible
- Fix for Friendly NPCs running away from players with Fair Game
- NPCs do not immediately become hostile toward the player for accidentally hitting them with the Ghost Gibber
- Fix for NPCs who have been told to stand guard running back to player after becoming Dizzy, Frozen or Electrocuted
- Fix for party members who are assigned to attack an NPC, not actually attacking that NPC if the player runs far enough away
- Fix for NPCs not joining the player’s party while they are in a fight for the Wrestler’s Big Quest
- Fix for NPCs in buildings where an optional quest exists sometimes being Annoyed with player due to Suspicious
- Fix for NPC Bounty Hunters who are initially hostile toward the player at the beginning of the level not drawing their weapons upon seeing the player
- Fix for certain cases where NPCs would become hostile toward the player and then proceed to ignore them instead of battling or fleeing
Text
- Fixed a typo in Wrong Building
- Corrected “Enraged” description
Multiplayer
- Fix for cases where NPC position could be desynced in online multiplayer when it is released from Mind Control
- Fixed awkward interactions between Mind Controlled NPCs on multiplayer client and hazardous objects like Barbed Wire
- Fix for incorrect particle effect sometimes appearing on client when host player melee-hits an NPC
- Fix for multiplayer client being able to produce clones of themselves during high lag while depossessing an NPC
Engine
- Updated game engine to Unity 2019.4.28f1
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