Streets of Rogue - Madguy


I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.

My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.

Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.

For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.

In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)

For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.

Alpha 46
Levels
  • Game is now playable through 5-3

Music
  • New Track “Floor 5-3 Tell It To My Cardiologist, Why Dontcha” added to soundtrack owners’ libraries

Achievements
  • Uptown Upper-Cruster achievement can be earned

Non-Playable Characters
  • Firefighter - Yes, they will actually come and put out fires. In the future, I’ll likely be giving them some sort of water cannon bionic arm, because right now they use Fire Extinguishers, which is lame.
  • Alien - Sorta hidden right now and not very fleshed out, but can you find him????

New Environments
  • Fire Station
  • Broadcasting Station
  • Outdoor pits surrounded by fences

New Objects
  • ATM Machine - Not fully functional, but check out this week’s Fortnight Discussion!
  • Fountain - Also see this week’s Fortnight Discussion!
  • Satellite Dish - Same deal!
  • Desk - Finally, office buildings have proper desks instead of home/bar tables

New Items
  • Fire Extinguisher

Characters
  • Player can borrow money from any Bank, even if they are not an Investment Banker.
  • Debt money can no longer be paid back to Drug Dealers, Shopkeepers, etc. It must be transferred through either an ATM Machine, or the Clerk at the Bank.

Graphics
  • Pieces of Wreckage will disappear when they move over Holes or Conveyor Belt
  • Fix for Fire particle effects sometimes appearing to face the wrong direction
  • Fix for items sometimes having extremely bright lighting as the player progressed further into the game
  • Fix for people becoming too bright when bunched up together in a group

UI / Controls
  • Fix for text “E_ObjectAgent” appearing on cursor

Playfield Objects
  • Sign appears at the beginning of Level 5-1
  • Power Box hit points reduced from 50 to 30
  • When Fires in objects like Flaming Barrels are extinguished, fire no longer returns if the player goes away and comes back
  • Fires in objects like Flaming Barrels being extinguished is displayed properly on multiplayer client
  • Fix for Fires continuing to spread after being extinguished
  • Extinguishing a Fire no longer causes the object or wall to be destroyed
  • Fix for Fireplace appearing inside walls on multiplayer client
  • Fix for Fires not being destroyed properly internally when they are destroyed by being extinguished in some way
  • Taking damage from status effects no longer causes the player to become un-hidden from Bushes
  • Player is more likely to auto-aim at Exploding Barrel
  • Fix for situations where Gas would continue spewing from vents permanently when it was not supposed to
  • Potential fix for people being teleported on top of manholes
  • Fix for player Cops being able to go through blue Lasers without setting off the metal detector

Items
  • Fix for Hypnotizer not working properly on gamepad after first level

Combat
  • Fix for Flamethrower causing knockback on dead bodies on multiplayer client

Sound
  • Fix for Wall Break sound not playing on multiplayer client when Fire destroyed a wall

Events
  • Fix for not being able to exit Arena if opponents are Zombified rather than completely neutralized

Missions
  • Player may receive missions to Neutralize a person roaming the streets, typically with armed guards or a gang

Mutators
  • Random Mutators mutator now keeps all the initial mutators you select and does not replace them with new ones
  • Random Mutators now works properly when you disable certain level themes
  • Fix for incorrect music tracks playing during Quick Game mutator
  • Fix for Disasters not always appearing on the correct levels in Endless mode when Quick Game is activated
  • Fix for bodies not being destroyed properly in the Exploding Bodies mutator if the player was very far away when the body exploded
  • Fix for recently-added mutators causing the Home Base to have non-standard “level themes”

Level Generation
  • Gangsters may be seen roaming the streets in gangs of 3 or 4
  • Musician may be seen roaming the streets with armed Goons
  • Uptown mansions may be filled with Vampires or Mobsters
  • Wood walls appear more frequently
  • Fix for Bouncers not spawning next to Mine Cart/Train Tracks
  • Fix for Water sometimes appearing where Ice was supposed to during Mixed-Up Levels mutator
  • Fix for lights above Lakes not spawning on multiplayer client
  • Fix for Door, Window and other objects occasionally facing the wrong direction in certain buildings

Artificial Intelligence
  • Added lots of AI revolving around extinguishing fires
  • Better pathfinding around Fire Hydrant sprays
  • Fix for property owners becoming Hostile toward Invisible people who open doors in their presence
  • Fix for Bouncer requesting money from the player upon talking to him after completing Arena fight
  • Fix for NPCs in roving gangs sometimes not fighting the player when they were too far away from their starting position
  • Fix for NPCs sometimes appearing to run back to the object they were observing when they come into the player’s view
  • Fix for NPCs with only one object to observe repeatedly walking away from that object for a split second and then returning to it
  • Fix for instance where NPCs could get confused on what to do next while battling the player, as a result of paying too much attention to certain noises where the player destroyed their property
  • Fix for NPCs running away from fire that had spawned in a different building
  • Fix for NPCs continuing to gather around Television long after it had been hacked to produce High Volume
  • After being hearing the hacking noise, NPCs no longer continue to search for the player for as long as the hacking interface is on the screen -- rather, they only perform one search
  • Fix for certain situations where NPCs could become stuck in place while searching for the player during combat
  • Fix for certain situations where pathfinding and movement for NPCs would stop working
  • NPCs are slightly better at using the Flamethrower
  • NPCs no longer have difficulty attacking objects that block their view, like Trees and Shelves
  • NPCs are less likely to walk on Train and Mine Cart Tracks
  • Supercops no longer become Hostile toward normal Cops who attack or arrest Guilty people in their presence
  • Fix for NPCs sometimes not running out of buildings when the building is gassed

Text
  • Bunch of Russian Language fixes and additions (thanks to the Russian Streets of Rogue community on vk)
  • Added clarification in Super Studious description that this trait results in fewer Chicken Nuggets per level-up
  • Flesh Feast description changed to highlight the fact that it only works on non-neutralized people

Other
  • Updated 2D Toolkit plugin from 2.5.8.8 to 2.5.8.9

Alpha 46b
  • Fix for “Uptown Upper-Cruster” achievement not triggering
  • Fix for one of the Music Halls being able to have both Wood and Normal walls
  • ATM Machines appear closer to walls

Alpha 46c
  • Fix for Uptown 3 not having a disaster
  • Fix for Uptown 3's title appearing as "Uptown 1"

Alpha 46d
  • Fix for “Uptown Upper-Cruster” achievement not triggering (for real this time)

Alpha 46e (March 11)
  • Cop Bots are hackable
  • Firefighters will fight Oil Fires
  • Better Fire performance
  • Fix for NPCs sometimes having a psychic ability to know when you committed a crime, particularly relating to Fire
  • Fix for certain things in a level not working properly when too many fires were set, easily indicated by fires not appearing
  • Fix for Random Level Themes mutator not functioning properly
  • Fix for Security Cameras sometimes being able to spot the player when they are in a different building
  • Fix for Thief being able to steal Key and Safe Combination from the player
  • Minor performance improvement to multiplayer client due to certain invisible objects not being spawned now
  • Fireproof Suit is selectable in Character Creation, and may appear as a Loadout item
  • Fix for walls near Uptown Pits not always being the correct type
  • Fix for Supercops and Cop Bots becoming immediately Hostile toward the player during Riot
  • Another attempted fix for permanently falling down Manholes
  • Fix for Alien displaying an error message when spoken to
  • Fix for Firefighter interaction dialogue not appearing

Alpha 46f
  • Fix for certain items that required the player to target something in the environment being unusable

Alpha 46g (March 12) (Last one hopefully!)
  • Fix for Hologram Bigfoot being capable of taking damage
  • Fix for items sometimes not appearing in Rogue Vision mode
  • Fix for Zombies having their shadows visible immediately after zombification in Rogue Vision mode
Streets of Rogue - Madguy


I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.

My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.

Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.

For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.

In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)

For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.

Alpha 46
Levels
  • Game is now playable through 5-3

Music
  • New Track “Floor 5-3 Tell It To My Cardiologist, Why Dontcha” added to soundtrack owners’ libraries

Achievements
  • Uptown Upper-Cruster achievement can be earned

Non-Playable Characters
  • Firefighter - Yes, they will actually come and put out fires. In the future, I’ll likely be giving them some sort of water cannon bionic arm, because right now they use Fire Extinguishers, which is lame.
  • Alien - Sorta hidden right now and not very fleshed out, but can you find him????

New Environments
  • Fire Station
  • Broadcasting Station
  • Outdoor pits surrounded by fences

New Objects
  • ATM Machine - Not fully functional, but check out this week’s Fortnight Discussion!
  • Fountain - Also see this week’s Fortnight Discussion!
  • Satellite Dish - Same deal!
  • Desk - Finally, office buildings have proper desks instead of home/bar tables

New Items
  • Fire Extinguisher

Characters
  • Player can borrow money from any Bank, even if they are not an Investment Banker.
  • Debt money can no longer be paid back to Drug Dealers, Shopkeepers, etc. It must be transferred through either an ATM Machine, or the Clerk at the Bank.

Graphics
  • Pieces of Wreckage will disappear when they move over Holes or Conveyor Belt
  • Fix for Fire particle effects sometimes appearing to face the wrong direction
  • Fix for items sometimes having extremely bright lighting as the player progressed further into the game
  • Fix for people becoming too bright when bunched up together in a group

UI / Controls
  • Fix for text “E_ObjectAgent” appearing on cursor

Playfield Objects
  • Sign appears at the beginning of Level 5-1
  • Power Box hit points reduced from 50 to 30
  • When Fires in objects like Flaming Barrels are extinguished, fire no longer returns if the player goes away and comes back
  • Fires in objects like Flaming Barrels being extinguished is displayed properly on multiplayer client
  • Fix for Fires continuing to spread after being extinguished
  • Extinguishing a Fire no longer causes the object or wall to be destroyed
  • Fix for Fireplace appearing inside walls on multiplayer client
  • Fix for Fires not being destroyed properly internally when they are destroyed by being extinguished in some way
  • Taking damage from status effects no longer causes the player to become un-hidden from Bushes
  • Player is more likely to auto-aim at Exploding Barrel
  • Fix for situations where Gas would continue spewing from vents permanently when it was not supposed to
  • Potential fix for people being teleported on top of manholes
  • Fix for player Cops being able to go through blue Lasers without setting off the metal detector

Items
  • Fix for Hypnotizer not working properly on gamepad after first level

Combat
  • Fix for Flamethrower causing knockback on dead bodies on multiplayer client

Sound
  • Fix for Wall Break sound not playing on multiplayer client when Fire destroyed a wall

Events
  • Fix for not being able to exit Arena if opponents are Zombified rather than completely neutralized

Missions
  • Player may receive missions to Neutralize a person roaming the streets, typically with armed guards or a gang

Mutators
  • Random Mutators mutator now keeps all the initial mutators you select and does not replace them with new ones
  • Random Mutators now works properly when you disable certain level themes
  • Fix for incorrect music tracks playing during Quick Game mutator
  • Fix for Disasters not always appearing on the correct levels in Endless mode when Quick Game is activated
  • Fix for bodies not being destroyed properly in the Exploding Bodies mutator if the player was very far away when the body exploded
  • Fix for recently-added mutators causing the Home Base to have non-standard “level themes”

Level Generation
  • Gangsters may be seen roaming the streets in gangs of 3 or 4
  • Musician may be seen roaming the streets with armed Goons
  • Uptown mansions may be filled with Vampires or Mobsters
  • Wood walls appear more frequently
  • Fix for Bouncers not spawning next to Mine Cart/Train Tracks
  • Fix for Water sometimes appearing where Ice was supposed to during Mixed-Up Levels mutator
  • Fix for lights above Lakes not spawning on multiplayer client
  • Fix for Door, Window and other objects occasionally facing the wrong direction in certain buildings

Artificial Intelligence
  • Added lots of AI revolving around extinguishing fires
  • Better pathfinding around Fire Hydrant sprays
  • Fix for property owners becoming Hostile toward Invisible people who open doors in their presence
  • Fix for Bouncer requesting money from the player upon talking to him after completing Arena fight
  • Fix for NPCs in roving gangs sometimes not fighting the player when they were too far away from their starting position
  • Fix for NPCs sometimes appearing to run back to the object they were observing when they come into the player’s view
  • Fix for NPCs with only one object to observe repeatedly walking away from that object for a split second and then returning to it
  • Fix for instance where NPCs could get confused on what to do next while battling the player, as a result of paying too much attention to certain noises where the player destroyed their property
  • Fix for NPCs running away from fire that had spawned in a different building
  • Fix for NPCs continuing to gather around Television long after it had been hacked to produce High Volume
  • After being hearing the hacking noise, NPCs no longer continue to search for the player for as long as the hacking interface is on the screen -- rather, they only perform one search
  • Fix for certain situations where NPCs could become stuck in place while searching for the player during combat
  • Fix for certain situations where pathfinding and movement for NPCs would stop working
  • NPCs are slightly better at using the Flamethrower
  • NPCs no longer have difficulty attacking objects that block their view, like Trees and Shelves
  • NPCs are less likely to walk on Train and Mine Cart Tracks
  • Supercops no longer become Hostile toward normal Cops who attack or arrest Guilty people in their presence
  • Fix for NPCs sometimes not running out of buildings when the building is gassed

Text
  • Bunch of Russian Language fixes and additions (thanks to the Russian Streets of Rogue community on vk)
  • Added clarification in Super Studious description that this trait results in fewer Chicken Nuggets per level-up
  • Flesh Feast description changed to highlight the fact that it only works on non-neutralized people

Other
  • Updated 2D Toolkit plugin from 2.5.8.8 to 2.5.8.9

Alpha 46b
  • Fix for “Uptown Upper-Cruster” achievement not triggering
  • Fix for one of the Music Halls being able to have both Wood and Normal walls
  • ATM Machines appear closer to walls

Alpha 46c
  • Fix for Uptown 3 not having a disaster
  • Fix for Uptown 3's title appearing as "Uptown 1"

Alpha 46d
  • Fix for “Uptown Upper-Cruster” achievement not triggering (for real this time)

Alpha 46e (March 11)
  • Cop Bots are hackable
  • Firefighters will fight Oil Fires
  • Better Fire performance
  • Fix for NPCs sometimes having a psychic ability to know when you committed a crime, particularly relating to Fire
  • Fix for certain things in a level not working properly when too many fires were set, easily indicated by fires not appearing
  • Fix for Random Level Themes mutator not functioning properly
  • Fix for Security Cameras sometimes being able to spot the player when they are in a different building
  • Fix for Thief being able to steal Key and Safe Combination from the player
  • Minor performance improvement to multiplayer client due to certain invisible objects not being spawned now
  • Fireproof Suit is selectable in Character Creation, and may appear as a Loadout item
  • Fix for walls near Uptown Pits not always being the correct type
  • Fix for Supercops and Cop Bots becoming immediately Hostile toward the player during Riot
  • Another attempted fix for permanently falling down Manholes
  • Fix for Alien displaying an error message when spoken to
  • Fix for Firefighter interaction dialogue not appearing

Alpha 46f
  • Fix for certain items that required the player to target something in the environment being unusable

Alpha 46g (March 12) (Last one hopefully!)
  • Fix for Hologram Bigfoot being capable of taking damage
  • Fix for items sometimes not appearing in Rogue Vision mode
  • Fix for Zombies having their shadows visible immediately after zombification in Rogue Vision mode
Streets of Rogue - Madguy
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing.

I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time.

More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown.

Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!

Alpha 45
Mutators
  • Added “Remove Levels” mutators for Slums, Industrial, Park, Downtown, and Uptown. These will remove the specified level theme from the game.
  • Added “Random Level Themes” which randomizes each level variety you enter (Slums, Industrial, etc.)
  • Added “Exploding Bodies”, which causes people to explode shortly after dying or being otherwise neutralized.
  • Added “No Cops”, which removes patrolling Cops, Supercops and Cop Bots from the game. Cops can still be found in Police Stations, and Supercops can still be called via Alarm Button.
  • Added “Full Health For All”, which calculates health for players and NPCs the same, rather than reducing NPC health by comparison
  • Added “Infinite Melee Durability”, which does what it says.
  • Added “Infinite Ammo”, which again, does what it says
  • Added “Infinite Ammo for Common Weapons”, which encompasses mostly bullet-based weapons like Pistol, Shotgun, etc.
  • Added “Random Mutators” where each level contains a new set of mutators
  • Added “Continue?”, which gives the player 2 Continues. This means that if the player dies, they can start at the beginning of that level, with everything reset to its original state. On the third death, the game is over. This doesn’t work in online multiplayer yet.
  • Added “Mixed-Up Environments”, which can result in Lakes appearing in the Slums, Manholes appearing in Industrial, Upper-Crusters appearing in the Park, etc.
  • Added “Quick Game” which makes the game 10 levels long instead of 15.
  • Extreme Time Limit renamed to Time Limit EXTREME to make it easier to find alphabetically amongst similar mutators
  • Fix for bug in New Character Every Level where the character’s special ability from the previous level could remain on the screen
  • In Rogue Vision mode, player can no longer use the cursor to highlight items that are not visible to the camera

Graphics
  • Fix for shadows appearing under certain objects in Rogue Vision mode when they were not supposed to
  • Fix for pink objects appearing on multiplayer client in Rogue Vision mode
  • Fix for shadows caused by walls near doors occasionally appearing in the wrong spot

UI / Controls
  • Fix for countdown timers not appearing on multiplayer client
  • Fix for multiplayer client not being able to auto-teleport to the Exit using the Ctrl key when all missions are completed
  • Fix for multiplayer chat log sometimes disappearing if it became too long. Older text is now removed manually if the log gets too big.

Playfield Objects
  • Fix for Mine Cart tracks sometime spawning in the wrong position on multiplayer client
  • Fix for Turret sometimes not activating when Security Cameras spotted the player when there were multiple Security Cams

Items
  • Cocaine is now known as Sugar, and Steroids are now known as Muscly Pills. These were the only real-world drug references in the game (except for cigarettes/nicotine, which is bad for you in the game), and I decided to replace these due to A. Parents finding these references a little jarring, B. ME finding them a little jarring since they don’t quite fit with the weird nonsense world of Streets of Rogue, and C. I feel like something like that could take the game from a T rating to an M rating when the ESRB eventually does its thing. Overall, it didn’t seem worth keeping this stuff in the game. Also, the idea that drug dealers sell bags of sugar to willing customers is pretty funny.
  • Musician no longer carries items that do not exist in the game code

Status Effects / Traits / Special Abilities
  • Modern Warfarer now works on NPCs

Sound
  • Fix for music not fading out properly at the end of levels
  • Fix for music sometimes not playing when reaching a new level

Missions
  • Soldier players will not receive missions that take place in Military Outposts

Level Generation
  • Various fixes to the new level loading system from the last build that should result in an overall decrease in weird bugs
  • Lockdown Walls can now be placed next to Fences

Text
  • Changed text descriptions for No Guns mutator to mention that all guns would be replaced with equivalent melee weapons. Did the same for No Melee mutator.
  • Added notification to “End Game” prompt that saved progress will be destroyed

Performance
  • Lots more work on level-loading performance, though most of these efforts aren’t bug-tested enough for me to activate them in a public build

Alpha 45b
  • Fix for Downtown levels (possibly others) sometimes not loading properly for multiplayer client
  • Fix for issue where the player could close the “select a trait” interface if it appeared directly after the player achieved an Unlock and the player clicked outside of the interface
  • Fix for Refrigerator sometimes running through walls and objects without destroying them

Alpha 45c (February 23)
  • “Remove Levels - Uptown” mutator is now unlocked at the end of 5-2. When 5-3 is actually made available, I will increase this to 5-3.
  • Fix for certain traits like Scientist Slayer and Blahd Basher not working properly on multiplayer client
  • Fix for NPCs attempting to path around Killer Plants that were destroyed
  • Fix for Cannibals not always facing the player when revealing themselves from bushes
  • Fix for timer sometimes appearing incorrectly between levels
Streets of Rogue - Madguy
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing.

I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time.

More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown.

Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!

Alpha 45
Mutators
  • Added “Remove Levels” mutators for Slums, Industrial, Park, Downtown, and Uptown. These will remove the specified level theme from the game.
  • Added “Random Level Themes” which randomizes each level variety you enter (Slums, Industrial, etc.)
  • Added “Exploding Bodies”, which causes people to explode shortly after dying or being otherwise neutralized.
  • Added “No Cops”, which removes patrolling Cops, Supercops and Cop Bots from the game. Cops can still be found in Police Stations, and Supercops can still be called via Alarm Button.
  • Added “Full Health For All”, which calculates health for players and NPCs the same, rather than reducing NPC health by comparison
  • Added “Infinite Melee Durability”, which does what it says.
  • Added “Infinite Ammo”, which again, does what it says
  • Added “Infinite Ammo for Common Weapons”, which encompasses mostly bullet-based weapons like Pistol, Shotgun, etc.
  • Added “Random Mutators” where each level contains a new set of mutators
  • Added “Continue?”, which gives the player 2 Continues. This means that if the player dies, they can start at the beginning of that level, with everything reset to its original state. On the third death, the game is over. This doesn’t work in online multiplayer yet.
  • Added “Mixed-Up Environments”, which can result in Lakes appearing in the Slums, Manholes appearing in Industrial, Upper-Crusters appearing in the Park, etc.
  • Added “Quick Game” which makes the game 10 levels long instead of 15.
  • Extreme Time Limit renamed to Time Limit EXTREME to make it easier to find alphabetically amongst similar mutators
  • Fix for bug in New Character Every Level where the character’s special ability from the previous level could remain on the screen
  • In Rogue Vision mode, player can no longer use the cursor to highlight items that are not visible to the camera

Graphics
  • Fix for shadows appearing under certain objects in Rogue Vision mode when they were not supposed to
  • Fix for pink objects appearing on multiplayer client in Rogue Vision mode
  • Fix for shadows caused by walls near doors occasionally appearing in the wrong spot

UI / Controls
  • Fix for countdown timers not appearing on multiplayer client
  • Fix for multiplayer client not being able to auto-teleport to the Exit using the Ctrl key when all missions are completed
  • Fix for multiplayer chat log sometimes disappearing if it became too long. Older text is now removed manually if the log gets too big.

Playfield Objects
  • Fix for Mine Cart tracks sometime spawning in the wrong position on multiplayer client
  • Fix for Turret sometimes not activating when Security Cameras spotted the player when there were multiple Security Cams

Items
  • Cocaine is now known as Sugar, and Steroids are now known as Muscly Pills. These were the only real-world drug references in the game (except for cigarettes/nicotine, which is bad for you in the game), and I decided to replace these due to A. Parents finding these references a little jarring, B. ME finding them a little jarring since they don’t quite fit with the weird nonsense world of Streets of Rogue, and C. I feel like something like that could take the game from a T rating to an M rating when the ESRB eventually does its thing. Overall, it didn’t seem worth keeping this stuff in the game. Also, the idea that drug dealers sell bags of sugar to willing customers is pretty funny.
  • Musician no longer carries items that do not exist in the game code

Status Effects / Traits / Special Abilities
  • Modern Warfarer now works on NPCs

Sound
  • Fix for music not fading out properly at the end of levels
  • Fix for music sometimes not playing when reaching a new level

Missions
  • Soldier players will not receive missions that take place in Military Outposts

Level Generation
  • Various fixes to the new level loading system from the last build that should result in an overall decrease in weird bugs
  • Lockdown Walls can now be placed next to Fences

Text
  • Changed text descriptions for No Guns mutator to mention that all guns would be replaced with equivalent melee weapons. Did the same for No Melee mutator.
  • Added notification to “End Game” prompt that saved progress will be destroyed

Performance
  • Lots more work on level-loading performance, though most of these efforts aren’t bug-tested enough for me to activate them in a public build

Alpha 45b
  • Fix for Downtown levels (possibly others) sometimes not loading properly for multiplayer client
  • Fix for issue where the player could close the “select a trait” interface if it appeared directly after the player achieved an Unlock and the player clicked outside of the interface
  • Fix for Refrigerator sometimes running through walls and objects without destroying them

Alpha 45c (February 23)
  • “Remove Levels - Uptown” mutator is now unlocked at the end of 5-2. When 5-3 is actually made available, I will increase this to 5-3.
  • Fix for certain traits like Scientist Slayer and Blahd Basher not working properly on multiplayer client
  • Fix for NPCs attempting to path around Killer Plants that were destroyed
  • Fix for Cannibals not always facing the player when revealing themselves from bushes
  • Fix for timer sometimes appearing incorrectly between levels
Streets of Rogue - Madguy
My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing.

The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption.

These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future.

I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D

For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.

Alpha 44
Levels
  • Game is now playable through 5-2

Music
  • New Track “Floor 5-2 Gonna Bust a Blood Vessel” added to soundtrack owners’ libraries

Graphics
  • Fixed shadow for Loadout-O-Matic when it is facing West

UI / Controls
  • Fix for player 2’s Skill Bar text not appearing when player gained XP in coop mode

Playfield Objects
  • More difficult for people to become stuck in Lockdown Walls

Items
  • Fix for EMP Grenades blowing holes in walls if they hit a Cop Bot or Killer Robot
  • Fix for Oil Container subtracting 2 ammo per tile instead of 1

Status Effects / Traits / Special Abilities
  • Certain Cop Bots can now rob the player of “non-Uptown-approved” weapons
  • Cop Bots’ security cam beam colors changed (yellow = Upper-Cruster check, purple = Drug/Alcohol check, Cyan = Weapon check)
  • Fix for Addict trait for Investment Banker not appearing on Character Select screen
  • Fix for player not gaining Upper Crusty when Possessing residents of Uptown
  • Fix for player retaining Withdrawal and Feelin’ Good after depossessing from Investment Banker

Missions
  • Fix for Cops sometimes not getting missions on a level

Level Generation
  • Fix for early-floor Hooligans not spawning in Uptown prison cells

Artificial Intelligence
  • Cop Bot no longer gets scared of people with Fair Game
  • Fix for Office Drone and Clerk not getting Annoyed at people with Malodorous or Naked
  • Clerks in Deportation Center do not get Annoyed at people with Suspicious, Malodorous or Naked
  • Fix for Cops not being Aligned with custom characters with The Law
  • When Comedian successfully tells a Joke to a Bouncer or Clerk at a Deportation Center, the effect is the same as if the Comedian had bribed them, so other people in the building will leave
  • the player alone
  • NPCs are better at using Flamethrower

Text
  • Modified “Promise I’ll Return It” text to clarify that it does not work with Pickpocket

Performance
  • Load times between levels improved by around 40%-50%, primarily due to the points below
  • Unity “scene” does not switch when player enters new levels, so certain elements like the interface are no longer regenerated
  • Walls are now pooled instead of being generated fresh each level
  • Higher frame rate during parts of the level load (though you won’t notice this)

Other
  • Updated Rewired plugin from 1.1.9.0 to 1.1.10.0

Internal
  • Added a new and better method for loading level chunks into the game, though it’s not currently used yet
  • Got another console version up and running. Still can’t say which one it is yet!

Alpha 44b
  • Fix for issues with walls not always being solid
  • Fixed issue with game going haywire upon Possessing people or turning into Werewolf
  • Fix for game sometimes getting stuck on loading screen in coop mode
  • Fix for Endless mode not looping properly

Alpha 44c
  • Fix for certain disasters carrying over into the next level

Alpha 44d (February 10)
  • Fix for Safe Combinations and Keys sometimes not appearing in online multiplayer games, and other various related weirdness, such as destroying computers not unlocking doors and safes, and turrets not being connected to cameras
  • Fix for elements of Missions screen remaining after level ended
  • Potential fix for rare bug where players start a level with no items
  • Fix for walls and objects appearing too dark when Lighting is set to None
  • Added preventative measures to ensure lockdowns can’t last more than 40 seconds at a time
  • Music for level 1-1 and 1-2 has been altered slightly (soundtrack files included) to remove high-pitched effects from the tracks that were making some players insane
  • Expanded Gas collider radius slightly
  • (For real this time) Fix for Oil Container taking 2 ammo per tile instead of 1

Alpha 44e (February 13)
  • Fix for crash that could occur at 100% loaded if game was out of protips to display
  • Fix for crash that could occur at 62% loaded if something was spawned out of bounds of the gameplay area
  • Fix for traps like Crushers and floor switches appearing out of bounds of their building
Streets of Rogue - Madguy
My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing.

The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption.

These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future.

I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D

For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.

Alpha 44
Levels
  • Game is now playable through 5-2

Music
  • New Track “Floor 5-2 Gonna Bust a Blood Vessel” added to soundtrack owners’ libraries

Graphics
  • Fixed shadow for Loadout-O-Matic when it is facing West

UI / Controls
  • Fix for player 2’s Skill Bar text not appearing when player gained XP in coop mode

Playfield Objects
  • More difficult for people to become stuck in Lockdown Walls

Items
  • Fix for EMP Grenades blowing holes in walls if they hit a Cop Bot or Killer Robot
  • Fix for Oil Container subtracting 2 ammo per tile instead of 1

Status Effects / Traits / Special Abilities
  • Certain Cop Bots can now rob the player of “non-Uptown-approved” weapons
  • Cop Bots’ security cam beam colors changed (yellow = Upper-Cruster check, purple = Drug/Alcohol check, Cyan = Weapon check)
  • Fix for Addict trait for Investment Banker not appearing on Character Select screen
  • Fix for player not gaining Upper Crusty when Possessing residents of Uptown
  • Fix for player retaining Withdrawal and Feelin’ Good after depossessing from Investment Banker

Missions
  • Fix for Cops sometimes not getting missions on a level

Level Generation
  • Fix for early-floor Hooligans not spawning in Uptown prison cells

Artificial Intelligence
  • Cop Bot no longer gets scared of people with Fair Game
  • Fix for Office Drone and Clerk not getting Annoyed at people with Malodorous or Naked
  • Clerks in Deportation Center do not get Annoyed at people with Suspicious, Malodorous or Naked
  • Fix for Cops not being Aligned with custom characters with The Law
  • When Comedian successfully tells a Joke to a Bouncer or Clerk at a Deportation Center, the effect is the same as if the Comedian had bribed them, so other people in the building will leave
  • the player alone
  • NPCs are better at using Flamethrower

Text
  • Modified “Promise I’ll Return It” text to clarify that it does not work with Pickpocket

Performance
  • Load times between levels improved by around 40%-50%, primarily due to the points below
  • Unity “scene” does not switch when player enters new levels, so certain elements like the interface are no longer regenerated
  • Walls are now pooled instead of being generated fresh each level
  • Higher frame rate during parts of the level load (though you won’t notice this)

Other
  • Updated Rewired plugin from 1.1.9.0 to 1.1.10.0

Internal
  • Added a new and better method for loading level chunks into the game, though it’s not currently used yet
  • Got another console version up and running. Still can’t say which one it is yet!

Alpha 44b
  • Fix for issues with walls not always being solid
  • Fixed issue with game going haywire upon Possessing people or turning into Werewolf
  • Fix for game sometimes getting stuck on loading screen in coop mode
  • Fix for Endless mode not looping properly

Alpha 44c
  • Fix for certain disasters carrying over into the next level

Alpha 44d (February 10)
  • Fix for Safe Combinations and Keys sometimes not appearing in online multiplayer games, and other various related weirdness, such as destroying computers not unlocking doors and safes, and turrets not being connected to cameras
  • Fix for elements of Missions screen remaining after level ended
  • Potential fix for rare bug where players start a level with no items
  • Fix for walls and objects appearing too dark when Lighting is set to None
  • Added preventative measures to ensure lockdowns can’t last more than 40 seconds at a time
  • Music for level 1-1 and 1-2 has been altered slightly (soundtrack files included) to remove high-pitched effects from the tracks that were making some players insane
  • Expanded Gas collider radius slightly
  • (For real this time) Fix for Oil Container taking 2 ammo per tile instead of 1

Alpha 44e (February 13)
  • Fix for crash that could occur at 100% loaded if game was out of protips to display
  • Fix for crash that could occur at 62% loaded if something was spawned out of bounds of the gameplay area
  • Fix for traps like Crushers and floor switches appearing out of bounds of their building
Streets of Rogue - Madguy


Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown 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 5-1 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.

(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)

This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?

Alpha 43

New Stuff
Levels
  • Game is now playable through 5-1

Music
  • New Track “Floor 5-1 I'm Too Arousing For My Turtleneck” added to soundtrack owners’ libraries

Achievements
  • Unlock Elevator Access - Uptown

Art
  • New wall and floor art for Uptown levels

Non-Playable Characters
  • Cop Bot

Environments
  • Gated Community
  • Mansion
  • Uptown House
  • Bathhouse
  • “Zoo” (features zombies, cannibals, and those filthy, uncouth Slum Dwellers)
  • Private Club
  • Deportation Center
  • Confiscation Center
  • Police Outpost
  • New Bank varieties
  • New Music Hall varieties
  • New Mall varieties
  • New City Park varieties

Objects
  • Lockdown Wall (barricades that go up when Uptown goes into Lockdown)

Everything Else
Environments
  • Fixed a hole in one of the Hideout buildings not being the correct size

Graphics
  • Internal fixes to characters’ facial features, hats etc. are determined, could potentially fix a few small things
  • Fix for swimming NPCs on multiplayer client not appearing to be underwater at the start of a game

Playfield Objects
  • Certain doors have been given “Panic Room” behavior for particular buildings like Mansions
  • Fix for Ghosts and Holograms being poisoned by Slime Puddles
  • Fix for player sometimes being teleported behind vending machines and trash cans

Items
  • Items that were missing from Item Teleporter were now available
  • Fix for Thief NPCs being able to steal quest items from player

Status Effects / Traits / Special Abilities
  • Investment Banker NPCs do not start with Addict

Level Generation
  • Fix for cases where buildings may not have been generated at proper difficulty levels on higher floors

Artificial Intelligence
  • Supercops are no longer Aligned with player cops, they are Friendly instead
  • Supercops will enter private property to investigate noises
  • Clerk in Deportation Center can be paid off
  • Fix for Goons sometimes not patrolling correctly
  • Fix for people sometimes observing Shelves against walls from the wrong side of the wall
  • Non-owners no longer take interest in objects outside of the building that they occupy, such as Air Conditioners
  • Fix for NPCs sometimes having difficulty navigating Crushers
  • Fixed pathfinding issues directly after an NPC jumps out of water
  • Fix for player not being able to ask Slaves to leave town after they are freed
  • Player can ask Slaves to leave town when they are in captivity, but they will always refuse due to the fact that their helmet would blow up
  • When player pays a bouncer, not all NPC owners in the building will become Friendly -- only the ones that would have become angry with the player immediately upon seeing them

Multiplayer
  • Potential fix for multiplayer issue where host can enter the game as the incorrect player and start at the bottom-left corner of the map
  • Removed /teleport function from multiplayer games, this was meant to help with issues in earlier builds

Alpha 43b (January 27)
  • Fix for quests sometimes not appearing properly when due to reward item not being chosen
  • Fix for music not looping properly in 5-1
  • Cop Bots can be killed by EMP Grenades
  • Fix for gamepad players not being able to properly target a position to make their followers stand guard
  • Fix for Investment Banker dropping items that were never programmed into the game
  • Fix for cases where NPCs would still attempt to attack the player while in different “lockdown zones”
  • Fair Game and Charismatic traits cancel each other out properly
  • Improvements to when Lockdown is triggered
  • Fix for cases where player could teleport behind fences in new buildings
  • Clerks say dialogue all the time when the player interacts
  • Fix for audience members laughing at NPC Comedian’s jokes when they have Hearing Blocked
  • Added door to Gorilla cage in one of the Zoos that should have been there
  • Fix for player being able to lose a mission at the start of the game to free a Cannibal from the Zoo
  • Fix for followers from previous levels not transforming into Zombie properly
  • Fix for particle effects attached to people sometimes appearing at the incorrect angle
  • If one of the players is a Cop, you will not receive missions that take place in Police Stations
  • (For real this time) Fix for player sometimes being teleported behind vending machines and trash cans
  • Fix for player not being able to command followers to stand guard on top of hidden objects
  • Cop Bots no longer flee when their health gets low
  • Fix for player’s head not appearing properly as Ghost when player chooses the new Cop Bot head for their custom character
  • When players add custom characters to bottom row of character select screen, shadows no longer appear behind the characters
  • Fix for Trash Cans sometimes spawning next to level border near City Parks
  • Players who Can’t Speak English can still comply with Cop Bots

Alpha 43c
  • Fix for Can't Speak English not working properly as a result of a change in 43b

Alpha 43d (January 28)
  • Fix for lighting appearing weird at non-16:9 resolutions as a result of some internal screwing-around I did for console versions in 43c
Streets of Rogue - Madguy


Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown 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 5-1 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.

(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)

This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?

Alpha 43

New Stuff
Levels
  • Game is now playable through 5-1

Music
  • New Track “Floor 5-1 I'm Too Arousing For My Turtleneck” added to soundtrack owners’ libraries

Achievements
  • Unlock Elevator Access - Uptown

Art
  • New wall and floor art for Uptown levels

Non-Playable Characters
  • Cop Bot

Environments
  • Gated Community
  • Mansion
  • Uptown House
  • Bathhouse
  • “Zoo” (features zombies, cannibals, and those filthy, uncouth Slum Dwellers)
  • Private Club
  • Deportation Center
  • Confiscation Center
  • Police Outpost
  • New Bank varieties
  • New Music Hall varieties
  • New Mall varieties
  • New City Park varieties

Objects
  • Lockdown Wall (barricades that go up when Uptown goes into Lockdown)

Everything Else
Environments
  • Fixed a hole in one of the Hideout buildings not being the correct size

Graphics
  • Internal fixes to characters’ facial features, hats etc. are determined, could potentially fix a few small things
  • Fix for swimming NPCs on multiplayer client not appearing to be underwater at the start of a game

Playfield Objects
  • Certain doors have been given “Panic Room” behavior for particular buildings like Mansions
  • Fix for Ghosts and Holograms being poisoned by Slime Puddles
  • Fix for player sometimes being teleported behind vending machines and trash cans

Items
  • Items that were missing from Item Teleporter were now available
  • Fix for Thief NPCs being able to steal quest items from player

Status Effects / Traits / Special Abilities
  • Investment Banker NPCs do not start with Addict

Level Generation
  • Fix for cases where buildings may not have been generated at proper difficulty levels on higher floors

Artificial Intelligence
  • Supercops are no longer Aligned with player cops, they are Friendly instead
  • Supercops will enter private property to investigate noises
  • Clerk in Deportation Center can be paid off
  • Fix for Goons sometimes not patrolling correctly
  • Fix for people sometimes observing Shelves against walls from the wrong side of the wall
  • Non-owners no longer take interest in objects outside of the building that they occupy, such as Air Conditioners
  • Fix for NPCs sometimes having difficulty navigating Crushers
  • Fixed pathfinding issues directly after an NPC jumps out of water
  • Fix for player not being able to ask Slaves to leave town after they are freed
  • Player can ask Slaves to leave town when they are in captivity, but they will always refuse due to the fact that their helmet would blow up
  • When player pays a bouncer, not all NPC owners in the building will become Friendly -- only the ones that would have become angry with the player immediately upon seeing them

Multiplayer
  • Potential fix for multiplayer issue where host can enter the game as the incorrect player and start at the bottom-left corner of the map
  • Removed /teleport function from multiplayer games, this was meant to help with issues in earlier builds

Alpha 43b (January 27)
  • Fix for quests sometimes not appearing properly when due to reward item not being chosen
  • Fix for music not looping properly in 5-1
  • Cop Bots can be killed by EMP Grenades
  • Fix for gamepad players not being able to properly target a position to make their followers stand guard
  • Fix for Investment Banker dropping items that were never programmed into the game
  • Fix for cases where NPCs would still attempt to attack the player while in different “lockdown zones”
  • Fair Game and Charismatic traits cancel each other out properly
  • Improvements to when Lockdown is triggered
  • Fix for cases where player could teleport behind fences in new buildings
  • Clerks say dialogue all the time when the player interacts
  • Fix for audience members laughing at NPC Comedian’s jokes when they have Hearing Blocked
  • Added door to Gorilla cage in one of the Zoos that should have been there
  • Fix for player being able to lose a mission at the start of the game to free a Cannibal from the Zoo
  • Fix for followers from previous levels not transforming into Zombie properly
  • Fix for particle effects attached to people sometimes appearing at the incorrect angle
  • If one of the players is a Cop, you will not receive missions that take place in Police Stations
  • (For real this time) Fix for player sometimes being teleported behind vending machines and trash cans
  • Fix for player not being able to command followers to stand guard on top of hidden objects
  • Cop Bots no longer flee when their health gets low
  • Fix for player’s head not appearing properly as Ghost when player chooses the new Cop Bot head for their custom character
  • When players add custom characters to bottom row of character select screen, shadows no longer appear behind the characters
  • Fix for Trash Cans sometimes spawning next to level border near City Parks
  • Players who Can’t Speak English can still comply with Cop Bots

Alpha 43c
  • Fix for Can't Speak English not working properly as a result of a change in 43b

Alpha 43d (January 28)
  • Fix for lighting appearing weird at non-16:9 resolutions as a result of some internal screwing-around I did for console versions in 43c
Streets of Rogue - Madguy
Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well.

Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew!

This week’s Fortnight Discussion: The Home Base. What would you like to see there?

Alpha 42
UI / Controls
  • On the LAN screen, client IP address is automatically detected
  • Fix for camera sometimes not focusing in the correct spot when interacting with objects in three- or four-player mode when only one player is alive
  • Fix for camera focusing on wrong player in three- or four-player mode when the only living player chooses a throwable item
  • Fix for second target image that appears when aiming on gamepad with guns/throwables appearing too dark in split-screen modes
  • Fix for game freezing when starting Daily Run after turning Fan Translations on
  • Fix for Twitch voting sometimes ending early before votes were cast in online multiplayer mode
  • Fix for charge-up attacks being cancelled on freeze frames

Characters
  • Supercop speed reduced from 4 to 3

Graphics
  • Fix for NPCs’ bodies and arms sometimes looking weird for a bit after teleportation

Playfield Objects
  • Fix for steel doors not blocking explosions properly
  • Fix for Loadout-O-Matics sometimes not getting items properly after loading saved games
  • Fix for line-of-sight issues when two objects are directly adjacent to one another, including explosions occasionally not hitting objects they were supposed to
  • Potential fix for player falling into trap door and then spawning on an adjacent trap door, causing a loop of falls. Same goes for Manholes.

Items
  • Potential fix for items sometimes not appearing on multiplayer client

Status Effects / Traits / Special Abilities
  • Fix for instances where the player could not use Camouflage despite not being in NPCs’ vision
  • Fix for NPCs not always being Zombified when hit with melee attacks from multiplayer clients
  • Fix for player being able to hack Killer Robot after its death, which could cause interface errors

Level Generation
  • Better randomization of level start and end points
  • Fix for NPCs in gas-spewing buildings sometimes starting without a Gas Mask

Artificial Intelligence
  • Fix for Supercops sometimes getting stuck near the Police Box and not disappearing
  • Fix for some instances where NPCs would pause to let Fire Spewers finish when the fire was blocked by a wall

Text
  • Added proper description for Perfumorous

Other
  • Created new Show Floor version of the game for PAX
Streets of Rogue - Madguy
Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well.

Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew!

This week’s Fortnight Discussion: The Home Base. What would you like to see there?

Alpha 42
UI / Controls
  • On the LAN screen, client IP address is automatically detected
  • Fix for camera sometimes not focusing in the correct spot when interacting with objects in three- or four-player mode when only one player is alive
  • Fix for camera focusing on wrong player in three- or four-player mode when the only living player chooses a throwable item
  • Fix for second target image that appears when aiming on gamepad with guns/throwables appearing too dark in split-screen modes
  • Fix for game freezing when starting Daily Run after turning Fan Translations on
  • Fix for Twitch voting sometimes ending early before votes were cast in online multiplayer mode
  • Fix for charge-up attacks being cancelled on freeze frames

Characters
  • Supercop speed reduced from 4 to 3

Graphics
  • Fix for NPCs’ bodies and arms sometimes looking weird for a bit after teleportation

Playfield Objects
  • Fix for steel doors not blocking explosions properly
  • Fix for Loadout-O-Matics sometimes not getting items properly after loading saved games
  • Fix for line-of-sight issues when two objects are directly adjacent to one another, including explosions occasionally not hitting objects they were supposed to
  • Potential fix for player falling into trap door and then spawning on an adjacent trap door, causing a loop of falls. Same goes for Manholes.

Items
  • Potential fix for items sometimes not appearing on multiplayer client

Status Effects / Traits / Special Abilities
  • Fix for instances where the player could not use Camouflage despite not being in NPCs’ vision
  • Fix for NPCs not always being Zombified when hit with melee attacks from multiplayer clients
  • Fix for player being able to hack Killer Robot after its death, which could cause interface errors

Level Generation
  • Better randomization of level start and end points
  • Fix for NPCs in gas-spewing buildings sometimes starting without a Gas Mask

Artificial Intelligence
  • Fix for Supercops sometimes getting stuck near the Police Box and not disappearing
  • Fix for some instances where NPCs would pause to let Fire Spewers finish when the fire was blocked by a wall

Text
  • Added proper description for Perfumorous

Other
  • Created new Show Floor version of the game for PAX
...