We are wheeling out the redux version of our first Steam game, One Way To Die, this spring. Both the free regular version and deluxe edition will get updated; though the deluxe will end up with a few more extra features. Here is some of what we have going on:
New content like more deaths
Various re-writes and update to existing content
All-new graphics
New story mode
Re-worked random and choice modes
New leaderboard system
New sabotage system
And more!
Our hero, Jenkins, first seen in our newest game Into Oblivion, will be more visibly present in this version. New mechanics added to the story mode will make your choices actually mean something instead of being a crap shoot. And make achievement spamming a lot more tricky.
Stay tuned for more information as we get closer to the date, including more screenshots and such.
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 there, death-seekers. So the redux version of the game is nearly ready and we decided to drop a post about how the new sabotage system works.
If you remember, the old system allowed one random player to set “traps”, per page, that all other players would run across in their game. Collectively the players could un-set traps and, after enough were un-set, that would boot the saboteur and randomly select another. Well, that system didn’t work too well and caused a lot of network traffic for our server; mostly through poor optimization.
We later revamped it to do more of a community pool of traps that updated more slowly and allowed players to earn more saboteur points faster. This is what the current version of the game is using and isn’t really what we wanted to do.
With the upcoming version of the game and a new version of GodotSteam, we can finally have the sabotage system more like we intended. So when you boot the game up and click play, you’ll have a new game mode called Sabotage.
Selecting this will bring up a server list of available games you can join and sabotage. When a saboteur joins, they will appear in the lower right-hand corner of the HUD. There will also be a five second cooldown after a page displays before the player can make a choice; this gives the saboteur time to “trap” one of the available options, making it blood red on their screen. The player, unaware of which choice is trapped, will pick one as normal but if it is the same as the saboteur then they will die automatically. Picking a choice that isn’t trapped will count against the saboteur and after ten successes it will banish the saboteur from the game.
All of this can be turned off in the Options sub-menu, of course.
We will be putting the new version of the game into a beta branch in the next few weeks to let you guys try it out before full release. We will make another post once we get the beta branch up and have a firm date on when the update will be ready.
Hey-o! We are testing the 3.6.0 version of One Way To Die with some new features. However, we stress that Windows users DO NOT opt in for the beta as it will immediately crash. This has not be fixed yet! This beta test is for Linux only!
Here is the change-log for the update beta:
Added: Steam overlay, screenshots, and stuff!
Changed: Choose Mode is now the default
Changed: engine to use Pygame_SDL2
Fixed: Choose Mode ignoring numbers starting with 0
Fixed: more spelling and grammar issues, duh
Fixed: minor alpha glitch on splash screen
Fixed: issue where adding a leading zero in choice would bypass game’s checking of results
Fixed: missing one graphical asset from Windows 32-bit version of Deluxe
Issue: spamming buttons will crash the game due to sound channel overrun (slow your roll)
Issue: keypad input stopped working due to Pygame_SDL2
This version will not be added to the game’s official change-log until the remaining issues are fixed and stable on all platforms. However, we wanted to get it tested out before a push to final.
Getting Copies We also started a pre-order, for those of you who do that kind of thing, for the final version over at Itch.io: http://coaguco.itch.io/the-dope-game! We will have a special release bonus for those of you who partake in our early offering, as well as a discount on the release price.
Also we should mention that we have added a Mac version, which we normally do not do. But since we moved from our own custom-built engine to Godot, such a thing is possible now. Granted we really can’t test those builds… sorry.
Acid 0.3.0 - Beta 2 Changelog
Added: if player is past due on their loan, Sweaty Mike will hunt you down!
Added: various keys to interact with game (read manual)
Added: different background screens if player wins game versus loses
Added: rewards for winning combat
Added: disabled states to interact buttons and inputs so it is more obvious your selection is wrong
Added: damage animation/effect to combat
Added: “You are here” markers to bus map
Added: seperate background module for handling that shit
Added: keymap section to options (cannot be changed!)
Added: “e-mail address” and “password” over respective fields in options
Added: message to let player know save data was reset if they choose to
Changed: overall engine from Python/Pygame to Godot
Changed: music module to independent scene
Changed: splash intro sequence
Changed: credit image
Changed: player goes to Garlville automatically after talking to Sweaty Mike the first time
Changed: layout to inventory screen
Changed: slight text in selection screen for back-story
Changed: inventory graphic
Changed: login/register section of options
Fixed: glitch where player could talk to Sweaty Mike again after getting loan to get another loan
Fixed: glitch where player was never caught by police if trying to run away
Fixed: “pause” to “pause” during opening dialog
Fixed: issue with usernames not getting passed to game’s database
Fixed: audio glitch that jacks up CPU usage
Fixed: threading issue causing errors, did not affect game though
Fixed: glitch where not all stats would clear when restarting game
Fixed: weird issue with pause locking up upon resume
Fixed: text when cop frisks you and lets you go
Fixed: glitch where critical miss actually caused damage
Fixed: glitch where player could hold more than coat allowed
Fixed: glitch where drug list would not refresh if player walked from dealing spot to special and back
Fixed: player’s heat rating not going up after fleeing or defeating the cop
Fixed: glitch where if player restarts game you cannot enter amounts
Removed: ability to toggle HUD on/off
Removed: RPG as a weapon (no real reason)
Removed: resolution option from options as engine handles it on resize
Some Features For Beta 3
Achievements
Various endings (how many times experienced) on globals stats
Buy a bigger coat
Ability to find other players’ dropped drugs, money, or weapons (and lose yours)
Add random increase or decrease in drug prices
Hooks for if player owns OWTD and/or RYOC
Continue game
Enable crew to fight in combat
That’s it for now! And again, please let us know about any issues you find and enjoy the second beta! Cheers!
Hey, death-seekers! We have just issued an update to address a problem that has plagued us for some time… statistics.
The game will now rely on your local save file instead of pulling statistics from Steam unless you elect to sync them in the Options section. This should prevent stats from “disappearing” because Steam failed to send the data correctly.
There are also some minor QoL updates as well. In case your the curious type, here is the change log:
Added: tooltip hints to Options menu
Added: individual death numbers to save files
Added: missing Steam stats for mode plays
Added: “Now Choosing For” in title so player knows what page is next
Changed: graphics drivers back to GLES 3.0 with fallback to GLES 2.0 if needed
Changed: complete overhaul to stat saving and loading system
Changed: how the game calculates unique deaths
Changed: how the game checks achievements and saves stats
Changed: system does not check Steam by default when loading stats, now only when syncing
Fixed: Steam achievements only looking for 17 instead of 18
Fixed: stats section not showing all achievements if unlocked
Hey, death-seekers! Today is a super tiny QoL update that will / should have no discernible effect for most of you. Just upgrading the engine and fixing missing executable icons on Windows.
Here’s the change log which basically states the exact same thing:
Hey, death-seekers! Today we are releasing the version 4.1 update to One Way To Die which mainly focuses on achievement and statistic fixes. And, of course, a bunch of tiny changes to a bunch of other stuff too.
Also, we have made some small changes to prepare for a QOL content update that will add a new game mode in. There is no real date as to when it will launch but there will be some significant changes made to the game similar to what we did with the last big update.
Here is the change log for the interested parties out there:
Added: logging system like other CoaguCo games
Added: hooks for upcoming features and content
Changed: functions dealing with achievements and statistics, mainly how the game interacts with Steam
Changed: volume ranges for music and sound
Changed: functions dealing with CoaguCo API
Changed: minor pieces of code in almost every scene
Hey death-seekers! Today we are pushing the version 5.1 update which fixes some achievement issues for folks and adjusts them for the new sabotage mode. There is even a little bonus for deluxe edition owners in the form of three new wallpapers.
Here is the change log for those curious:
Added: missing stats to Stats section
Added: three new wallpapers to the deluxe edition
Changed: location of death category in Stats section
Changed: requirements for most Saboteur achievements
Fixed: some death stats being in the wrong spots on Stats section
Fixed: purging Steam data message was incorrect
Fixed: achievement ‘The Returned’ not firing when main menu starts
Fixed: how the game factors mode plays
Fixed: some Steam statistics not updating correctly
Hey death-seekers! Today we are pushing out another small patch for the game that fixes the log file naming and a few tweaks to achievements. Here is the change log for the curious:
Fixed: name for logging file
Fixed: issues with some achievements
We’re still gearing up with a large content update / overhaul that will make many significant changes to the game as and add in some new stuff for everyone. There is a planned announcement with specifics coming at the end of February so stay tuned!
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.