Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike staple, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??
Alpha 35
New Stuff
Levels
Game is now playable through 4-1
Art
Lots of new wall and floor art for Downtown levels
Music
New Track “Floor 4-1 Hit Me With Your Best Rock”. The mp3 has been added to soundtrack owners’ libraries. More tracks will be coming when 4-2 and 4-3 are added.
Achievements
Unlock Elevator Access - Downtown
Downtown Diva (you can’t actually achieve this yet, since it requires you to complete Level 4-3 which does not currently exist)
Non-Playable Characters
Supercop
Upper-Cruster
Mobster
Environments
Canals
Dance Club
Church
Hotel
City Park
Objects
Police Box
Alarm Button
Train
Speaker
Turntables
Altar
Manhole
Metal Detector
Everything Else
Performance
Bunch of improvements (yep, I’m still at it)
Graphics
Fix for weapons not appearing in the player’s hands when a saved game is loaded (only fixed for games saved in Alpha 35)
Potential fix for pink sprite appearing in place of crushers
Fix for Taser bullets sometimes appearing the wrong color
Yet another attempted fix for generators not always disappearing after exploding
Attempted fix for people sometimes appearing weird on multiplayer client
Fix for frozen people (from Freeze Ray) playing walk animation sometimes
UI / Controls
Fix for local coop players’ UI sometimes appearing at the wrong zoom level
Fix for people not always being tracked properly on the minimap on multiplayer client
Playfield Objects
Fix for multiplayer clients not causing Fire Hydrants to spray on the first hit
Items
Fix for Haterator not working properly
Fix for Ammo Stealer not removing a person’s ammo when used from the multiplayer client
Sound
Sounds from a level can no longer play after the level has ended and the screen has faded out
Gameplay
People should fly through walls without breaking them less often
Mutators
Fix for people and objects not being visible in Rogue Vision after accepting a mission
Other
Updated Rewired plugin from 1.1.5.3 to 1.1.7.5
Alpha 35b (10/6/17)
Fix for local coop interface elements appearing at the wrong size (or not at all) on certain resolutions.
Fix for "Ghost Bullets"
Supercops now begin with 2 weapons
Fix for Supercop not initially equipping weapons when Auto-Equip was turned off in settings
Fix for Flamethrower and Water particle effects sometimes appearing improperly
Fix for Fire Hydrant sometimes appearing at the wrong angle on multiplayer client
Fix for multiplayer clients sometimes being able to shoot corpses
Fix for mission screen items not being visible if Player 2 opened the screen before Player 1
Killer Robot can no longer be zombified
Can no longer command your followers to attack Police Box (it’s mostly indestructible)
Alpha 35c (10/7/17)
Fix for Downtown levels occasionally getting stuck at 87% loading
Fix for start and end points in Downtown not always appearing at the northmost and southmost points on the map
Fix for areas of Downtown sometimes being inaccessible and surrounded by walls
Fix for Shotgun bullets appearing too bright
Fix for camera not following target when player aims with thrown items using the gamepad
Fix for Crushers leaving behind their shadows when reverting into walls
Fix for Shunk people being killed by walking into dead people
Fix for toolbar slot numbers not always updating properly when ammo or durability is depleted
Fix for objects thrown by Wrestler not adding to Destruction stat
Fix for objects sometimes leaving behind a white sprite after being picked up by Wrestler
Alpha 35d (10/10/17)
Another fix for Ghost Bullets in multiplayer games (hopefully a better one this time)
Fix for mission markers not always appearing for multiplayer clients upon starting new maps
Fix for followers sometimes refusing to exit buildings where the door was locked but opened
Alpha 35e (10/11/17)
Fix for Ghost Bullets in multiplayer games for players who have turned lighting completely off.
Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike staple, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??
Alpha 35
New Stuff
Levels
Game is now playable through 4-1
Art
Lots of new wall and floor art for Downtown levels
Music
New Track “Floor 4-1 Hit Me With Your Best Rock”. The mp3 has been added to soundtrack owners’ libraries. More tracks will be coming when 4-2 and 4-3 are added.
Achievements
Unlock Elevator Access - Downtown
Downtown Diva (you can’t actually achieve this yet, since it requires you to complete Level 4-3 which does not currently exist)
Non-Playable Characters
Supercop
Upper-Cruster
Mobster
Environments
Canals
Dance Club
Church
Hotel
City Park
Objects
Police Box
Alarm Button
Train
Speaker
Turntables
Altar
Manhole
Metal Detector
Everything Else
Performance
Bunch of improvements (yep, I’m still at it)
Graphics
Fix for weapons not appearing in the player’s hands when a saved game is loaded (only fixed for games saved in Alpha 35)
Potential fix for pink sprite appearing in place of crushers
Fix for Taser bullets sometimes appearing the wrong color
Yet another attempted fix for generators not always disappearing after exploding
Attempted fix for people sometimes appearing weird on multiplayer client
Fix for frozen people (from Freeze Ray) playing walk animation sometimes
UI / Controls
Fix for local coop players’ UI sometimes appearing at the wrong zoom level
Fix for people not always being tracked properly on the minimap on multiplayer client
Playfield Objects
Fix for multiplayer clients not causing Fire Hydrants to spray on the first hit
Items
Fix for Haterator not working properly
Fix for Ammo Stealer not removing a person’s ammo when used from the multiplayer client
Sound
Sounds from a level can no longer play after the level has ended and the screen has faded out
Gameplay
People should fly through walls without breaking them less often
Mutators
Fix for people and objects not being visible in Rogue Vision after accepting a mission
Other
Updated Rewired plugin from 1.1.5.3 to 1.1.7.5
Alpha 35b (10/6/17)
Fix for local coop interface elements appearing at the wrong size (or not at all) on certain resolutions.
Fix for "Ghost Bullets"
Supercops now begin with 2 weapons
Fix for Supercop not initially equipping weapons when Auto-Equip was turned off in settings
Fix for Flamethrower and Water particle effects sometimes appearing improperly
Fix for Fire Hydrant sometimes appearing at the wrong angle on multiplayer client
Fix for multiplayer clients sometimes being able to shoot corpses
Fix for mission screen items not being visible if Player 2 opened the screen before Player 1
Killer Robot can no longer be zombified
Can no longer command your followers to attack Police Box (it’s mostly indestructible)
Alpha 35c (10/7/17)
Fix for Downtown levels occasionally getting stuck at 87% loading
Fix for start and end points in Downtown not always appearing at the northmost and southmost points on the map
Fix for areas of Downtown sometimes being inaccessible and surrounded by walls
Fix for Shotgun bullets appearing too bright
Fix for camera not following target when player aims with thrown items using the gamepad
Fix for Crushers leaving behind their shadows when reverting into walls
Fix for Shunk people being killed by walking into dead people
Fix for toolbar slot numbers not always updating properly when ammo or durability is depleted
Fix for objects thrown by Wrestler not adding to Destruction stat
Fix for objects sometimes leaving behind a white sprite after being picked up by Wrestler
Alpha 35d (10/10/17)
Another fix for Ghost Bullets in multiplayer games (hopefully a better one this time)
Fix for mission markers not always appearing for multiplayer clients upon starting new maps
Fix for followers sometimes refusing to exit buildings where the door was locked but opened
Alpha 35e (10/11/17)
Fix for Ghost Bullets in multiplayer games for players who have turned lighting completely off.
As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.
This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update.
This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.
Alpha 34
Performance
Many, many improvements
Graphics
Fix for possessed characters in multiplayer sometimes having white eyes
UI / Controls
Fix for being able to press Esc and quit the game on the loading screen when not in online
multiplayer mode
Fix for character select interface not being transparent after death in multiplayer games
Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games
Environment
Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player
Items
Fix for items sometimes going all teleport-y crazy after falling into an incinerator
Fix for items sometimes going nuts when near the edges of water
Fix for item sprite appearing at wrong position on Y axis after exiting water
Combat
Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object
Sound
Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall
Gameplay
Fix for player jumping in and out of water too frequently when landing on the edge of the water body
Artificial Intelligence
People become hostile toward someone who freezes their friend
Fix for people sometimes getting stuck at the edge of holes
People are better at figuring out when to pause for Fire Spewers
Alpha 34b
Fix for minimap icons not updating properly
Fix for objects sometimes appearing highlighted after being hit with melee attacks while Freeze Frames are turned on
Fix for interactable objects sometimes not appearing highlighted after the player stops interacting with them
Alpha 34c (9/23/17)
Fix for not being able to create a new character in Gamepad mode
Fix for people's sprites getting weird when arresting them
Fix for people not getting angry at you when arresting their friends
Fix for people not getting angry at you when biting their friends
Fix for Generator sometimes leaving its sprite behind after exploding
Fix for player's hands sometimes appearing in front of their head when aiming north with the gun
Fix for jumping into water not working properly on multiplayer client
Fix for Fires not staying on top of items on multiplayer client
Fix for quest markers not initially appearing on the map on multiplayer client
Fix for Security Cam not causing owners of the building to search for the intruder
Fix for Lunge often teleporting the player through walls
Potential fix for multiplayer client issue where all people start looking weird and purple and not animating
Unity updated from 2017.1.0p2 to 2017.1.1p3
Alpha 34d
Fix for trash cans not appearing and machines appearing in incorrect locations
Fix for players not being able to move after being knocked out and getting up
Fix for Generator sometimes leaving its sprite behind after exploding, but for real this time
As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.
This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update.
This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.
Alpha 34
Performance
Many, many improvements
Graphics
Fix for possessed characters in multiplayer sometimes having white eyes
UI / Controls
Fix for being able to press Esc and quit the game on the loading screen when not in online
multiplayer mode
Fix for character select interface not being transparent after death in multiplayer games
Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games
Environment
Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player
Items
Fix for items sometimes going all teleport-y crazy after falling into an incinerator
Fix for items sometimes going nuts when near the edges of water
Fix for item sprite appearing at wrong position on Y axis after exiting water
Combat
Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object
Sound
Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall
Gameplay
Fix for player jumping in and out of water too frequently when landing on the edge of the water body
Artificial Intelligence
People become hostile toward someone who freezes their friend
Fix for people sometimes getting stuck at the edge of holes
People are better at figuring out when to pause for Fire Spewers
Alpha 34b
Fix for minimap icons not updating properly
Fix for objects sometimes appearing highlighted after being hit with melee attacks while Freeze Frames are turned on
Fix for interactable objects sometimes not appearing highlighted after the player stops interacting with them
Alpha 34c (9/23/17)
Fix for not being able to create a new character in Gamepad mode
Fix for people's sprites getting weird when arresting them
Fix for people not getting angry at you when arresting their friends
Fix for people not getting angry at you when biting their friends
Fix for Generator sometimes leaving its sprite behind after exploding
Fix for player's hands sometimes appearing in front of their head when aiming north with the gun
Fix for jumping into water not working properly on multiplayer client
Fix for Fires not staying on top of items on multiplayer client
Fix for quest markers not initially appearing on the map on multiplayer client
Fix for Security Cam not causing owners of the building to search for the intruder
Fix for Lunge often teleporting the player through walls
Potential fix for multiplayer client issue where all people start looking weird and purple and not animating
Unity updated from 2017.1.0p2 to 2017.1.1p3
Alpha 34d
Fix for trash cans not appearing and machines appearing in incorrect locations
Fix for players not being able to move after being knocked out and getting up
Fix for Generator sometimes leaving its sprite behind after exploding, but for real this time
Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game.
Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken!
Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread.
This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em.
Whole bunch of large and small improvements that hopefully did not break too much
Graphics
Fix for split-screen camera sometimes showing weird artifacts on Medium lighting mode
Fix for players appearing as purple worm man thing when switching to local multiplayer mode from Home Base
UI / Controls
Fix for “Other players can revive you” messages not appearing in four-player local mode
Fix for certain interface elements appearing in incorrect positions during camera zooms
Fix for dialogue box appearing on top of main menu when the game is paused
Characters
Fix for not being able to properly Bribe cops, which in turn made the Cop character impossible to unlock
Playfield Objects
Switches and Laser Emitters cannot be set on fire
Items
Fix for cases in multiplayer games where people would refuse to equip or shoot certain weapons on the server due to traits like Stubby Fingers, though they were equipped on the client
Status Effects / Traits / Special Abilities
Fix for game freezing if the player killed themselves while having the Bloodlust trait
Fix for Bloodlust restoring someone’s health after their death
Fix for Bloodlust triggering when the player punched dead bodies that were burnt from fire
Fix for bodies not turning into zombies if they were afflicted with Zombiism and then knocked out and killed
Combat
Fix for opponents sometimes immediately punching the player after the player had just initiated combat
Fix for opponents being too aggressive toward the player prior to actually hitting the player for the first time
Fix for opponents consistently being too aggressive toward multiplayer clients
Fix for opponents phasing through walls often as multiplayer client
Sound
Fix for Werewolf Transformation sound effects not playing
Sound effects added to menus in a couple spots
Gameplay
Fix for game going haywire when falling down holes and dying while Possessing another person
Possibly a bunch of other fixes for possessing other people
Fix for players being able to continue the game in coop mode if they were falling into a hole after the game had ended due to Suicide or finishing all the levels
Level Generation
Fixed a couple of instances where pits were placed in such a way that people would have difficulty pathing around them
Artificial Intelligence
Improved pathfinding, people less likely to get stuck walking into walls
Fixed issue where people would not pay attention to noises after too many noises had been created during that level
Fix for combat not occurring properly between NPCs when they were off-camera
Fix for people not fleeing clients properly when they were out of range of the host
People will not walk through red lasers in most situations
Alpha 33b (9/8/17)
Forget the last build, it sucked. I had added a last minute change that tanked the frame rate. This build runs about 33% faster.
Snuck in some more performance improvements that will hopefully not break anything.
Fix for party members not always following commands properly
Fix for fires sometimes burning permanently and causing general weirdness
Fix for people attempting to re-enter buildings they just left while gas is still spraying
Fix for Killer Robot rockets not moving properly in multiplayer mode
Alpha 33c (9/9/17)
Fix for selection box not appearing in inventory for gamepad users
Fix for Safes sometimes appearing as debris
Even more assorted performance improvements
Alpha 33d (9/10/17)
Fix for status text sometimes appearing on the screen permanently
Fix for party members not obeying commands to change their position
Fix for Bacon Cheeseburgers appearing in all inventory slots at the start of the Park levels
Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game.
Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken!
Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread.
This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em.
Whole bunch of large and small improvements that hopefully did not break too much
Graphics
Fix for split-screen camera sometimes showing weird artifacts on Medium lighting mode
Fix for players appearing as purple worm man thing when switching to local multiplayer mode from Home Base
UI / Controls
Fix for “Other players can revive you” messages not appearing in four-player local mode
Fix for certain interface elements appearing in incorrect positions during camera zooms
Fix for dialogue box appearing on top of main menu when the game is paused
Characters
Fix for not being able to properly Bribe cops, which in turn made the Cop character impossible to unlock
Playfield Objects
Switches and Laser Emitters cannot be set on fire
Items
Fix for cases in multiplayer games where people would refuse to equip or shoot certain weapons on the server due to traits like Stubby Fingers, though they were equipped on the client
Status Effects / Traits / Special Abilities
Fix for game freezing if the player killed themselves while having the Bloodlust trait
Fix for Bloodlust restoring someone’s health after their death
Fix for Bloodlust triggering when the player punched dead bodies that were burnt from fire
Fix for bodies not turning into zombies if they were afflicted with Zombiism and then knocked out and killed
Combat
Fix for opponents sometimes immediately punching the player after the player had just initiated combat
Fix for opponents being too aggressive toward the player prior to actually hitting the player for the first time
Fix for opponents consistently being too aggressive toward multiplayer clients
Fix for opponents phasing through walls often as multiplayer client
Sound
Fix for Werewolf Transformation sound effects not playing
Sound effects added to menus in a couple spots
Gameplay
Fix for game going haywire when falling down holes and dying while Possessing another person
Possibly a bunch of other fixes for possessing other people
Fix for players being able to continue the game in coop mode if they were falling into a hole after the game had ended due to Suicide or finishing all the levels
Level Generation
Fixed a couple of instances where pits were placed in such a way that people would have difficulty pathing around them
Artificial Intelligence
Improved pathfinding, people less likely to get stuck walking into walls
Fixed issue where people would not pay attention to noises after too many noises had been created during that level
Fix for combat not occurring properly between NPCs when they were off-camera
Fix for people not fleeing clients properly when they were out of range of the host
People will not walk through red lasers in most situations
Alpha 33b (9/8/17)
Forget the last build, it sucked. I had added a last minute change that tanked the frame rate. This build runs about 33% faster.
Snuck in some more performance improvements that will hopefully not break anything.
Fix for party members not always following commands properly
Fix for fires sometimes burning permanently and causing general weirdness
Fix for people attempting to re-enter buildings they just left while gas is still spraying
Fix for Killer Robot rockets not moving properly in multiplayer mode
Alpha 33c (9/9/17)
Fix for selection box not appearing in inventory for gamepad users
Fix for Safes sometimes appearing as debris
Even more assorted performance improvements
Alpha 33d (9/10/17)
Fix for status text sometimes appearing on the screen permanently
Fix for party members not obeying commands to change their position
Fix for Bacon Cheeseburgers appearing in all inventory slots at the start of the Park levels
Optimization I have been furiously optimizing Streets of Rogue over the past week or so. While performance issues haven’t been a major problem in the game (save for a few trouble sections), it had been about a year and a half since the last time the game got an optimization pass. If you’re running the game on a low- to mid-range PC, you may notice fewer frame drops in this build. For everyone else, the game will feel just a tad bit snappier. There’s still a lot more optimization to be done as well. And be on the lookout for new bugs, because I modified a whole lot of code in a whole lot of different areas.
Consoles?? A big part of the reason for these optimizations is that I’m currently working on console versions of the game, and unfortunately, consoles don’t have quite the horsepower of a modern PC. So, my code needs to be in impeccable shape for the game to run at a decent clip. While Streets of Rogue might not look like the sort of game that should have big requirements, there’s actually a lot being processed on the CPU at any given time. Fancy AI doesn’t come cheap!
So what consoles is the game coming to, and when? Can’t say right now, but it may happen before the end of the year if all goes well!
What about Level 4?? I was hoping to have it done for the September 7th build release, but that may not happen. There’s a lot on my plate right now given some recent developments regarding the console versions. But I would still like to have it out in mid-September. Can’t make any promises, but I think that should be doable.
PAX The game will be playable at PAX West next week at the tinyBuild booth. Stop by and say hello to those fine folks, and be sure to bug them about Hello Neighbor's release date, I hear they love that! Sadly I won’t be able to make it this year. I’ll be out of town for a wedding for 5 days during Labor Day weekend.
Community Stuff This week’s Fortnight Discussion deals with the long-awaited “Big Quests”...
Fix for players clipping through walls and objects vertically after teleporting while in the water
UI / Controls
Fix for Traits on Load Character screen not being separated by line
Fix for players 2, 3 and 4 not having the correct character selected when entering Character Select screen after death while playing as a custom character
Fix for error if player plays as a custom character, dies, clears the custom character slot, then closes and re-opens the menu
Items
Fix for Shopkeeper appearing to be equipped with weapons on multiplayer client when he is actually empty-handed
Status Effects / Traits / Special Abilities
Fix for Bloodlust, Zombify, Camera Shy, Crepe Crusher, Blahd Basher and potentially others not triggering properly sometimes for multiplayer clients past the level where they joined the game
Unstoppable-Ish cancels out Tank-Like and Skinny Nerdlinger during Character Creation
Sound
Fix for “jump out of water” sound effect playing if the player teleports while in the water
Tutorial
Fix for explosions from first laser not hitting the player if he stood in the exact right spot
Player can now eat the Banana to advance the “quick-use health” part of the tutorial
Internal
Prep work for Downtown levels
Prep work for console versions
Created new Free version of the game
Created new Show version of the game for PAX
Alpha 32b
Fix for custom characters sometimes not appearing properly
Fix for chests and shops sometimes having incorrect items
Alpha 32c
Fix for Pits not appearing
Fix for Crusher poles not appearing
Fix for shadows not appearing
Fix for player identifiers not appearing in multiplayer modes
Fix for people not turning blue when frozen
Alpha 32d (reverted to 32c for now due to new bugs introduced, will fix tomorrow)
Fixed a small bug that I added shortly before deploying Alpha 32, which ironically might have made performance WORSE than before.
Alpha 32e (August 25)
Fixed issue from 32d where people would not attack you
Added new lighting setting “Medium”. With this setting, walls do not cast shadows, which can greatly improve performance while still keeping the aesthetics mostly intact.
Fix for Killer Plants remaining permanently white after being hit
For for people briefly looking incorrect after being Depossessed by Shapeshifter
More performance tweaks
Alpha 32f
Fix for glitch introduced in 32e where AI would often not attack each other when they are hostile
Alpha 32g (August 26)
Fix for people not always fighting back against Zombies
Fix for people not getting angry upon seeing you standing over their friend’s dead body
Fix for people not walking around in their owned buildings and looking at objects
Fix for people not being angry at depossessed people who attacked them while possessed
Fix for people not correctly determining when they should not get angry at a person who attacked them while possessed
Fix for items not having shadows
Fix for players 2, 3 and 4 in coop games not being able to use hacking target properly
Fixed frame drops when people got clustered together
Optimization I have been furiously optimizing Streets of Rogue over the past week or so. While performance issues haven’t been a major problem in the game (save for a few trouble sections), it had been about a year and a half since the last time the game got an optimization pass. If you’re running the game on a low- to mid-range PC, you may notice fewer frame drops in this build. For everyone else, the game will feel just a tad bit snappier. There’s still a lot more optimization to be done as well. And be on the lookout for new bugs, because I modified a whole lot of code in a whole lot of different areas.
Consoles?? A big part of the reason for these optimizations is that I’m currently working on console versions of the game, and unfortunately, consoles don’t have quite the horsepower of a modern PC. So, my code needs to be in impeccable shape for the game to run at a decent clip. While Streets of Rogue might not look like the sort of game that should have big requirements, there’s actually a lot being processed on the CPU at any given time. Fancy AI doesn’t come cheap!
So what consoles is the game coming to, and when? Can’t say right now, but it may happen before the end of the year if all goes well!
What about Level 4?? I was hoping to have it done for the September 7th build release, but that may not happen. There’s a lot on my plate right now given some recent developments regarding the console versions. But I would still like to have it out in mid-September. Can’t make any promises, but I think that should be doable.
PAX The game will be playable at PAX West next week at the tinyBuild booth. Stop by and say hello to those fine folks, and be sure to bug them about Hello Neighbor's release date, I hear they love that! Sadly I won’t be able to make it this year. I’ll be out of town for a wedding for 5 days during Labor Day weekend.
Community Stuff This week’s Fortnight Discussion deals with the long-awaited “Big Quests”...
Fix for players clipping through walls and objects vertically after teleporting while in the water
UI / Controls
Fix for Traits on Load Character screen not being separated by line
Fix for players 2, 3 and 4 not having the correct character selected when entering Character Select screen after death while playing as a custom character
Fix for error if player plays as a custom character, dies, clears the custom character slot, then closes and re-opens the menu
Items
Fix for Shopkeeper appearing to be equipped with weapons on multiplayer client when he is actually empty-handed
Status Effects / Traits / Special Abilities
Fix for Bloodlust, Zombify, Camera Shy, Crepe Crusher, Blahd Basher and potentially others not triggering properly sometimes for multiplayer clients past the level where they joined the game
Unstoppable-Ish cancels out Tank-Like and Skinny Nerdlinger during Character Creation
Sound
Fix for “jump out of water” sound effect playing if the player teleports while in the water
Tutorial
Fix for explosions from first laser not hitting the player if he stood in the exact right spot
Player can now eat the Banana to advance the “quick-use health” part of the tutorial
Internal
Prep work for Downtown levels
Prep work for console versions
Created new Free version of the game
Created new Show version of the game for PAX
Alpha 32b
Fix for custom characters sometimes not appearing properly
Fix for chests and shops sometimes having incorrect items
Alpha 32c
Fix for Pits not appearing
Fix for Crusher poles not appearing
Fix for shadows not appearing
Fix for player identifiers not appearing in multiplayer modes
Fix for people not turning blue when frozen
Alpha 32d (reverted to 32c for now due to new bugs introduced, will fix tomorrow)
Fixed a small bug that I added shortly before deploying Alpha 32, which ironically might have made performance WORSE than before.
Alpha 32e (August 25)
Fixed issue from 32d where people would not attack you
Added new lighting setting “Medium”. With this setting, walls do not cast shadows, which can greatly improve performance while still keeping the aesthetics mostly intact.
Fix for Killer Plants remaining permanently white after being hit
For for people briefly looking incorrect after being Depossessed by Shapeshifter
More performance tweaks
Alpha 32f
Fix for glitch introduced in 32e where AI would often not attack each other when they are hostile
Alpha 32g (August 26)
Fix for people not always fighting back against Zombies
Fix for people not getting angry upon seeing you standing over their friend’s dead body
Fix for people not walking around in their owned buildings and looking at objects
Fix for people not being angry at depossessed people who attacked them while possessed
Fix for people not correctly determining when they should not get angry at a person who attacked them while possessed
Fix for items not having shadows
Fix for players 2, 3 and 4 in coop games not being able to use hacking target properly
Fixed frame drops when people got clustered together
So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of streetsofrogue.com) and I'll send you a file with everything unlocked.
Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details.
I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion.
I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.
Alpha 31
Character Creation (and related gameplay)
Custom characters can be used in multiplayer mode
Character data is now stored in the My Documents folder (or Mac/Linux equivalent)
It is now possible to change a character’s eye type and color, and add an accessory
New selectable items: Drink Mixer, Slave Helmet Remote, Steroids, Codpiece, Bacon Cheeseburger, Banana, Whiskey, First Aid Kit, Rock, Combat Helmet, Freeze Ray, Ghost Blaster, Shuriken, Axe, Translator
New selectable abilities: Enslave, Sharp Lunge
Traits and Abilities are now capable of canceling out other traits and abilities
Trait, Ability and Item descriptions may contain “Recommended” text to indicate other things that go along them
Custom characters can get Achievements and Unlocks.
No longer necessary to switch to Sandbox mode when using characters that exceed the point limit. However, players will be unable to get Achievements and Unlocks.
Placed caps on the number of Traits and Items that can be selected before the player exceeds limitations
Button added to allow alphabetical sorting in addition to point value sorting
Sorting takes “locked” status into account
When selecting characters from the Load menu, their information is displayed
Gamepad button prompts only appear when using a gamepad
Error message will appear if you try to give your character a name that is already taken by an existing character
Deleted characters are immediately removed from the Character Select screen
Fix for facial hair appearing as the wrong color in the big character select image
Pressing Start on the gamepad to save the game while inputting a character name will now save that name properly
Assorted fixes for gamepad navigation in character creation screen
Fixed more cases where “E_” text was appearing when performing certain formerly character-specific abilities
Fix for new custom characters sometimes starting with the wrong hair, skin color, etc.
Fix for custom characters who got zombified resurrecting with incorrect body type
Fix for custom characters with “The Law” not being able to see whether a person was guilty or innocent
Fix for custom characters with “The Law” not being aligned with Cops
Fix for Taser not being available to custom characters when No Guns mutator was active
Fixed bug where the last button on the Traits and Items lists was not appearing
Fix for “Killer” on Stats screen reading “E_Custom” at times
Fix for NPC custom characters not having wolf heads, robot heads, etc.
Fix for player not being able to change the color of wolf heads, robot heads, etc.
Fix for original head appearing behind wolf heads, robot heads, etc.
Fix for larger body types not being sized correctly on the Character Creation screen
Fixed timing of certain Character Creation screen sound effects
Sound
Around 100 new sound effects
Localization
Fix for fan translations not appearing properly when turned on until after the game was restarted
Fix for Chinese text not appearing on Linux build.
Graphics
Fix for accessories like Sunglasses sometimes appearing over hair when they weren’t supposed to
UI / Controls
Fix for pressing space to select random characters on Character Select working weird in Home Base with more than 1 player active
Status Effects / Traits / Special Abilities
Fix for Arresting animation not completing properly when arresting Slaves
Studious and Super Studious do not take effect when the player loses XP
Turf Warrior has been replaced with one trait for each gang: Blahd Basher and Crepe Crusher
Mutators
Sandbox mutator now allows you to do missions, but does not require them in order to get to the next level
Multiplayer
Fix for appearances of “purple worm man thing”
Engine
Updated Unity engine from 5.6.1f1 to 2017.1.0p2
Other
Updated 2D Toolkit plugin from 2.5.8.1 to 2.5.8.5
Updated Rewired plugin from 1.1.3.0 to 1.1.5.3
Updated Steamworks dot net from 9.0.0 to 10.0.0
Internal
Prep work for Downtown levels
Prep work for console versions
Alpha 31b
Fixed issue where character select wasn't working properly and people's unlocks were getting deleted
Alpha 31c
Fix for context buttons and store/chest items not being clickable.
Alpha 31d
Fix for clients not being able to select custom characters in password-protected games when joining the game via invite
Fix for not being able to select Slave Remote and Drink Mixer
Fix for sorting in Character Creation not always working properly
Fix for being able to gain Chicken Nuggets by switching off Abilities in Character Creation
Fixed gamepad cursor not immediately appearing over custom characters when the player dies and is returned to the Character Select screen
Fix for Zombify not infecting people when used with Bite
Fixed Zombify triggering people to run away instead of Fair Game
Fix for clock not counting down seconds during mutators and disasters
Alpha 31e (August 11)
Fix for Zombies not having yellow eyes
‘Zombify’ trait name changed to ‘Zombiism’, and description changed to let players know that other zombies will not attack them
Changed Handcuffs description to indicate that these cannot be used on members of The Law
Can’t unlock elevator floors or the Shapeshifter by using custom characters
Added Safe-Cracking Tool to item list
Fix for certain status effects from Lakes not working properly on multiplayer clients
Fix for players still appearing to be underwater after dying in a Lake and respawning as a ghost
Fair Game cancels out Specist, Scientist Slayer, Blahd Bashes, Crepe Crusher, and Naked
Fixed Bloodlust canceling all special abilities instead of just Cannibalize
Fix for Bloodlust and probably a few others not working properly for multiplayer clients with custom characters (traits weren’t getting sent to the server properly)
Fix for mustache sometimes appearing at the side of custom characters’ faces
Fix for list of body type in character creator sometimes appearing as a white square, and not all body types appearing
Fix for Character Select menu sometimes getting stuck in multiplayer mode if a custom character was chosen and then the menu was closed and re-opened
Fixed Zombiism triggering people to run away after first level (only Fair Game should do this)
Alpha 31f (August 12)
Fixed bug where custom characters could sometimes not be used in multiplayer games
Naked works properly for custom characters
Toss cancels Diminutive and Sausage Fingers, and The Law cancels Naked, Naked cancels Likeable
Changed Naked description to indicate that business owners want you to leave
Changed cost values of Safe-Cracking Tool and Safe Buster to better reflect their respective strengths
Fixed certain Character Creation menu sounds occurring on clients when played on host
Alpha 31g
It is now possible to play as Custom characters in non-password-protected multiplayer games, just not overpowered characters.
White hair color added, so that gorilla head, robot mask etc. (which are listed under hair types) could have their normal coloring.
Fix for Assassin not showing skin behind the mask on Character Select.
Fix for Debt amount sometimes not displaying properly for custom characters.
Alpha 31h
Fix for fan translations not working
Alpha 31i (August 13)
Fixed bug where custom characters could sometimes not be used in multiplayer games, FOR REAL THIS TIME (oh god I hope this is the last hotfix)
Alpha 31k (31j was borked) (August 14)
Spoke too soon! Fixed bug where it was impossible to select non-custom characters in non-password-protected internet games.
Fixed bug in the very-briefly-released 31j where unlocked data was not loading because the application data directory had been changed without my knowledge (thx Unity)
So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of streetsofrogue.com) and I'll send you a file with everything unlocked.
Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details.
I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion.
I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.
Alpha 31
Character Creation (and related gameplay)
Custom characters can be used in multiplayer mode
Character data is now stored in the My Documents folder (or Mac/Linux equivalent)
It is now possible to change a character’s eye type and color, and add an accessory
New selectable items: Drink Mixer, Slave Helmet Remote, Steroids, Codpiece, Bacon Cheeseburger, Banana, Whiskey, First Aid Kit, Rock, Combat Helmet, Freeze Ray, Ghost Blaster, Shuriken, Axe, Translator
New selectable abilities: Enslave, Sharp Lunge
Traits and Abilities are now capable of canceling out other traits and abilities
Trait, Ability and Item descriptions may contain “Recommended” text to indicate other things that go along them
Custom characters can get Achievements and Unlocks.
No longer necessary to switch to Sandbox mode when using characters that exceed the point limit. However, players will be unable to get Achievements and Unlocks.
Placed caps on the number of Traits and Items that can be selected before the player exceeds limitations
Button added to allow alphabetical sorting in addition to point value sorting
Sorting takes “locked” status into account
When selecting characters from the Load menu, their information is displayed
Gamepad button prompts only appear when using a gamepad
Error message will appear if you try to give your character a name that is already taken by an existing character
Deleted characters are immediately removed from the Character Select screen
Fix for facial hair appearing as the wrong color in the big character select image
Pressing Start on the gamepad to save the game while inputting a character name will now save that name properly
Assorted fixes for gamepad navigation in character creation screen
Fixed more cases where “E_” text was appearing when performing certain formerly character-specific abilities
Fix for new custom characters sometimes starting with the wrong hair, skin color, etc.
Fix for custom characters who got zombified resurrecting with incorrect body type
Fix for custom characters with “The Law” not being able to see whether a person was guilty or innocent
Fix for custom characters with “The Law” not being aligned with Cops
Fix for Taser not being available to custom characters when No Guns mutator was active
Fixed bug where the last button on the Traits and Items lists was not appearing
Fix for “Killer” on Stats screen reading “E_Custom” at times
Fix for NPC custom characters not having wolf heads, robot heads, etc.
Fix for player not being able to change the color of wolf heads, robot heads, etc.
Fix for original head appearing behind wolf heads, robot heads, etc.
Fix for larger body types not being sized correctly on the Character Creation screen
Fixed timing of certain Character Creation screen sound effects
Sound
Around 100 new sound effects
Localization
Fix for fan translations not appearing properly when turned on until after the game was restarted
Fix for Chinese text not appearing on Linux build.
Graphics
Fix for accessories like Sunglasses sometimes appearing over hair when they weren’t supposed to
UI / Controls
Fix for pressing space to select random characters on Character Select working weird in Home Base with more than 1 player active
Status Effects / Traits / Special Abilities
Fix for Arresting animation not completing properly when arresting Slaves
Studious and Super Studious do not take effect when the player loses XP
Turf Warrior has been replaced with one trait for each gang: Blahd Basher and Crepe Crusher
Mutators
Sandbox mutator now allows you to do missions, but does not require them in order to get to the next level
Multiplayer
Fix for appearances of “purple worm man thing”
Engine
Updated Unity engine from 5.6.1f1 to 2017.1.0p2
Other
Updated 2D Toolkit plugin from 2.5.8.1 to 2.5.8.5
Updated Rewired plugin from 1.1.3.0 to 1.1.5.3
Updated Steamworks dot net from 9.0.0 to 10.0.0
Internal
Prep work for Downtown levels
Prep work for console versions
Alpha 31b
Fixed issue where character select wasn't working properly and people's unlocks were getting deleted
Alpha 31c
Fix for context buttons and store/chest items not being clickable.
Alpha 31d
Fix for clients not being able to select custom characters in password-protected games when joining the game via invite
Fix for not being able to select Slave Remote and Drink Mixer
Fix for sorting in Character Creation not always working properly
Fix for being able to gain Chicken Nuggets by switching off Abilities in Character Creation
Fixed gamepad cursor not immediately appearing over custom characters when the player dies and is returned to the Character Select screen
Fix for Zombify not infecting people when used with Bite
Fixed Zombify triggering people to run away instead of Fair Game
Fix for clock not counting down seconds during mutators and disasters
Alpha 31e (August 11)
Fix for Zombies not having yellow eyes
‘Zombify’ trait name changed to ‘Zombiism’, and description changed to let players know that other zombies will not attack them
Changed Handcuffs description to indicate that these cannot be used on members of The Law
Can’t unlock elevator floors or the Shapeshifter by using custom characters
Added Safe-Cracking Tool to item list
Fix for certain status effects from Lakes not working properly on multiplayer clients
Fix for players still appearing to be underwater after dying in a Lake and respawning as a ghost
Fair Game cancels out Specist, Scientist Slayer, Blahd Bashes, Crepe Crusher, and Naked
Fixed Bloodlust canceling all special abilities instead of just Cannibalize
Fix for Bloodlust and probably a few others not working properly for multiplayer clients with custom characters (traits weren’t getting sent to the server properly)
Fix for mustache sometimes appearing at the side of custom characters’ faces
Fix for list of body type in character creator sometimes appearing as a white square, and not all body types appearing
Fix for Character Select menu sometimes getting stuck in multiplayer mode if a custom character was chosen and then the menu was closed and re-opened
Fixed Zombiism triggering people to run away after first level (only Fair Game should do this)
Alpha 31f (August 12)
Fixed bug where custom characters could sometimes not be used in multiplayer games
Naked works properly for custom characters
Toss cancels Diminutive and Sausage Fingers, and The Law cancels Naked, Naked cancels Likeable
Changed Naked description to indicate that business owners want you to leave
Changed cost values of Safe-Cracking Tool and Safe Buster to better reflect their respective strengths
Fixed certain Character Creation menu sounds occurring on clients when played on host
Alpha 31g
It is now possible to play as Custom characters in non-password-protected multiplayer games, just not overpowered characters.
White hair color added, so that gorilla head, robot mask etc. (which are listed under hair types) could have their normal coloring.
Fix for Assassin not showing skin behind the mask on Character Select.
Fix for Debt amount sometimes not displaying properly for custom characters.
Alpha 31h
Fix for fan translations not working
Alpha 31i (August 13)
Fixed bug where custom characters could sometimes not be used in multiplayer games, FOR REAL THIS TIME (oh god I hope this is the last hotfix)
Alpha 31k (31j was borked) (August 14)
Spoke too soon! Fixed bug where it was impossible to select non-custom characters in non-password-protected internet games.
Fixed bug in the very-briefly-released 31j where unlocked data was not loading because the application data directory had been changed without my knowledge (thx Unity)