Hey, anonymous alcoholics! Today we are releasing the v1.4 update which patches in the X-Mas event and fixes some other small things.
The X-Mas event adds in two new achievements, the new Krampus bot, new Snowy Forest arena, and six new holiday-themed drinks. Not to mention a new wallpaper for the DLC-owning folks.
For those curious, check out the change log below and happy holidays!
Added: new holiday bot, Krampus
Added: new arena, Snowfield
Added: two new achievements, Night Before X-Mas and Holiday Cocktails
Added: six new X-Mas themed drinks
Added: animated snowglobe reward for achievement
Added: new X-Mas themed skins for players to wear
Added: new wallpaper to DLC
Changed: functionality for achievements due to GodotSteam update
Changed: random bots can now select from any hair, headgear, shirt, pants, and shoes skins
Changed: date span for holiday seasons, particularly Halloween
Changed: achievement checking and comparison to save file
Fixed: glitch where betting more than the opponent had crashed the game
Hey, dope fiends! We are pushing another small patch to upgrade some stuff behind the scenes. While there is nothing really too exciting added, here is the change log so you can find out what was:
Changed: holiday date ranges to be consistent with other CoaguCo games
Changed: functions handling achievements and statistics
Hey, anonymous alcoholics! The X-Mas event is now going on in the
game and the Krampus is out to spike your drink. There is a
holiday-themed event, bot, and two achievements active.
The
wintery forest is the holiday arena that features the Krampus. Beating
him will unlock him as a playable skin as well as the forest as a
playable arena. There are also six holiday drinks that you can mix up;
doing so will earn you a fancy, festive achievement.
The Brewmaster expansion, which adds a whole new game mode, is also coming sometime in early 2020, so watch out for that.
Hey anonymous alcoholics! Today we are releasing the Halloween Event update for Into Oblivion. It contains a new holiday bot, new arena, a bunch of new Halloween-themed skins, a new achievement, and some other minor changes. The DLC even got a new wallpaper added.
The Halloween event starts today, October 28th, and runs until November 2nd. You can always change your clock back if you miss it and want to unlock the holiday stuff.
Here is the modest change log:
Added: Halloween event bot and arena
Added: various new Halloween themed skins
Added: new Halloween achievement - Full Mooned
Changed: small bits of code for efficiency
Changed: bot match lengths to 10, 12, 134, 16, 18, 20 (in order)
Hey anonymous alcoholics! We are issuing an update to fix a few glitches in our Halloween event update. It is mostly graphical stuff but here is the change log in case you’re curious:
Hey, anonymous alcoholics! Right on the tail of the DLC release (which we just fixed an issue with), we are putting out an update for the main game. There are a few little fixes in there but the main thing in this update is accessibility for sight-impaired. We will probably be doing more tweaks to it over the coming weeks but we wanted to get the first version of it out.
Here is a change log for those curious:
Added: Embiggen mode for the seeing impaired
Changed: slight bits of code for efficiency
Changed: minor layout of Options section
Fixed: graphically issue with Jenkin’s pants
Fixed: misalignment of Jungle Juice’s ingredients in drink list
Fixed: missing drink effect from Day Job in drink list
Hey, anonymous alcoholics! Today we’re updating Into Oblivion with the St. Paddy’s Day event which adds a new bot, new skins, new achievements, new drinks, and a new arena. There are also some refinements under the hood to boot!
Here is the modest change log too:
Added: St. Patrick’s day skins
Added: Timothy the Leprechaun bot
Added: new St. Patrick’s day arena
Added: two new achievements
Added: six new St. Patrick’s day themed drinks
Changed: the “made with Godot” splash screen
Changed: unlocking system under the hood
Changed: cleaned up some unused variables and code
Fixed: missing click sound in statistics section
We are also gearing up for the version 2.0 which will introduce an upgraded engine and tons of changes to almost everything (yes, even the networking stuff). Stay tuned and happy St. Paddy’s!
Hey, anonymous alcoholics! Hot on the heels of the v0.3 update we are releasing another. This time we have enabled the tutorial mode for single player.
It will walk you through each section of the match and explain things, we think, as well as can be explain. It can be played at any time from the lobby menu; you know, in case you want to do it again and again.
We are also prepping the demo since there isn’t anything that needs added for that, just cut out. And, of course, version 0.4 with multiplayer right before release.
Hey, anonymous alcoholics! We are squeaking out a super tiny update to fix an issue with the Upgrayedd achievement. Specifically for people who earned it prior to the last patch.
When you enter the Shop, the game will look to see if you have earned that achievement and fire it. It had to be added since when you buy the last needed upgrade, it would check and fire so anyone who earned it prior to the fix was kinda fucked.
Here is the obligatory change log:
Added: secondary check for Upgrayedd achievement when opening the Shop
Hey, anonymous alcoholics! Today we are pushing out a super tiny hotfix for a bug found by user Vince. It basically allows you to restart the half-time dice roll after it ends and you are back to picking cards. The fix should prevent this from being possible; both in singleplayer and multiplayer!That’s it for now! Happy Dranksgiving!
Oh, hello there, stranger! The time-off has come to and end and here we are… time for another development diary for Haulin’ Oats and The Dope Game Remaster. As I mentioned in the previous post, these diaries are being cut down to every other week. And, of course, never again once each project launches. That being said…
Haulin’ Oats
A fair amount of the time after my time-off was spend on The Dope Game’s networking system. However, what work Haulin’ Oats got was divided between setting up music and polish for the next alpha which should be out sometime this month.
To prevent music from getting horribly repetitive throughout a game session, the music will be set up like a radio. One song will play then the “radio” will “scan the channels” looking for the next song; like driving in a big rig. Some tracks have been assembled so far and more are coming. The current ones will be added into the next alpha version so folks can hear them.
The polish phase is almost done and (I hope) most of the bugs have been squashed. I’m going to try to jam in the racing feature before releasing it to the folks who have alpha access but we’ll see how that goes.
Also some accessibility features will be added prior to launch. I have to get in touch with some folks to go over what all needs to be added and then create a plan to add it!
The Dope Game Remaster
Most of the work done around my time-off has been networking. This is actually a drawn-out process; especially when testing it against yourself on a LAN. Nonetheless, the Steamworks integration is going pretty well.
All the lobby stuff, after multiple iterations, is now done. So far all the testing works, thanks to pulling some stuff from other CoaguCo games. Currently I am implementing the multiplayer P2P framework in the game itself so folks can run around and slang together. Well, more against each other.
You will be able to play against six other friends or foes though currently there is no option to join an in-progress game. While it was considered, I think it might be too hard to catch up once a match starts. However, maybe down the road that will get added.
Next update I will talk more about the character and server customization. There will be a decent amount at launch with some add-ons over time.