Version 94
Author: indiefoldcreator
Date:
Tue, 28 May 2024
Game: Streets of Rogue
This update marks a bit of a milestone: Just a week ago, Streets of Rogue celebrated its 4th birthday on Steam! That's an entire high school/college career! Since then, we've gone from version 20 all the way to version 94!
In sequel news...
I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc.
I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas.
Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!
Graphics
UI / Controls
Items
Status Effects / Traits / Special Abilities
Missions
Big Quests
Level Generation
Artificial Intelligence
Text
Multiplayer
In sequel news...
I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc.
I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas.
Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!
Version 94
Graphics
- Fix for Mech's weapon not appearing properly in Home Base
- In character creation, the rectangular Robot heads may not be given hat accessories
- Fix for the Random Appearance button in character selection never resulting in facial hair
- Corrected shadow positioning for Ammo Stock
UI / Controls
- Fix for outdated trait list sometimes remaining on the left side of the screen after depossessing
Items
- Skeleton Key no longer appears in Loadouts
- Fix for player not being able to drop guns purchased from War Zone soldiers via Art of the Deal
- Fix for Wrestler throwing Lamps causing Cube of Lampey to lose 2 charges instead of 1
- Bracelet of Strength will not lose durability when hitting NPCs that cannot be damaged
- Knife is lower on the hierarchy when the game selects a new weapon for you
- Slave Helmet Remote is destroyed when you free a Slave
- Fix for Taser’s recharge timer freezing if it is placed in an ATM while recharging
- Fix for certain items not working properly when used from multiplayer client after a Continue is used
Status Effects / Traits / Special Abilities
- Fix for Electronic players being damaged by water when in Ghost form
- Cannibalize and Bloody Mess cancel each other out in character creation
- Fix (again) for cases where certain removed traits could still show up in the game
- Fix for Mech often having slightly less oil than it's supposed to if you run out of oil before refilling it
- Lasers are not triggered if the player is Shrunk
- Fix for empty Mech sometimes being Aligned with the player due to Random Reverence
- NPCs who are infected with Zombiism will consistently blow up if their Slave Helmet is destroyed, rather than sometimes coming back to life
- Playing as a custom character with The Law and Scumbag Slaughterer, scumbags will be marked as Guilty before they turn hostile
- If a player hits a Generator and triggers it to explode, they will receive the benefits of Blaster Survivor and Blaster Master even someone else hits the Generator in the interim
- Fix for player retaining “I’m Outtie” speed when swapping the trait for something else
- Fix for some status effects not fully clearing when depossessing custom NPCs
- Fix for Bartender being Loyal toward Shapeshifter following possession if Super Special Abilities have been unlocked for both characters and the mutator is active
- Fix for status effects and traits not always showing properly on other players in online multiplayer games after Continue
- Fix for cases where Tranquilized countdown could continue after a player is knocked out
Missions
- NPCs in "Find Bombs" missions are marked as Guilty when the bomb is in their building
- Potential fix for issue where bombs in "Find Bombs" disaster might not explode in online multiplayer
- When a player is assigned to free a Slave, all Slaves in that building will be Loyal to the player
Big Quests
- In the Goon's Big Quest, the player will not be asked to defend outdoor locations
- Drug Dealers who are targets in the Assassin’s Big Quest cannot take a Resurrection syringe
Level Generation
- Fix for cases of incorrectly placed Water Pumps near lakes
Artificial Intelligence
- Fix for cases where Thief NPCs would attempt to use Stealing Glove on objects
- Fix for custom NPCs not displaying dialogue when telling jokes or laughing at jokes
- Fix for NPCs with Hearing Blocked being able to hear the player operating Turntables
- Fix for cases where NPCs could move with the wrong type of physics (i.e. ice physics)
- Fix for NPCs becoming "fans" of musician when performing certain types of important actions
- Musician will not make requests that involve NPCs that are already employed by the player
- Slavemasters cannot become fans of the Musician (they shouldn't leave their Slaves)
- Mind Controlled NPCs can now use items that they have been given by the player
- Fix for NPCs "witnessing" assassination in Assassin's Big Quest while the player is teleporting
- Fix for Slave remaining Submissive if the player frees the Slave via hacking their helmet
- Fix for prisoners not being able to fight one another
- Fix for Cannibals not attacking NPCs who did not originate in the current level
- Fix for NPCs becoming hostile toward the player for hacking Slave Helmets when they are Loyal or Aligned with the player
- Fix for NPCs not protecting property after being depossessed
- Freeing Slaves by enslaving their owner and then freeing them causes them to become Loyal
Text
- Modified Big Bullets description to account for other non-bullet projectiles
Multiplayer
- Safeguards to ensure fix of issue where host was unable to move more than a couple feet before reverting back to the previous position
- Fix for NPCs that are Mind Controlled by multiplayer client not being able to melee-hit other players properly
- Fix for extra damage numbers appearing over multiplayer client's Mind Controlled NPCs when they are hit
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