Another Friday has came, so it is time for the next Drug Dealer Simulator DevLog! Today, we'll tell you a little bit about the home of all Benjamins Franklin’s and his joyous crew: ATM.
Thought that you'll keep all your cash in socks only? I'm getting you out of this misunderstanding right now :) The authorities decided to make life easier for the ghetto inhabitants, at least in financial terms. It isn’t safe to keep your money in cabinets, so giving us a possibility to deposit it in some safer place would help to worry less about it.
There are few ATM’s located in the ghetto. After making some in-game progress, they’ll be available to use. You can deposit, withdraw and check your account balance not only with those machines, but also through your laptop. The last one gives you also an opportunity to check your transactions history.
You’re probably thinking: “but why do I need the ATM?”. There are two main reasons: safety and not everything can be bought by cash.
When your business start to rise, you’ll surely need some new stuff, furnitures and look for the additional hideouts. But you can’t just walk into the furniture shop or chosen place and throw with cash. Those things can be bought with money on your bank account.
The authorities isn’t that kind as we suppose they are, and there's a catch. They like to monitor the incomes and their sources. If they notice that in your work status you deposit a lot of cash, they may start to get suspicious. If they figure it out, well, I wouldn’t be in your skin. There’s a solution on this, and we know you’ll surely figure it out when you get the full game ;)
We also have some important announcements:
The game is on its last straightforward! We’re working hard to make the final improvements, which makes us to fully focus on it. So for this last weeks instead of devlogs we have some other stuff like public Demo trailers, gameplays and more :) YAY! #Hype
And Here is the mystery timeline for last weeks of production!
What is going to come? Keep an eye on the timeline, maybe the next steps will be revealed soon? :)
All right! Now, the second thing:
We’ve launched our official Reddit page! It’ll not only allow you to see an upcoming updates, but also take an opportunity to make a contact with us! Feel free to discuss, ask questions or even share some memes ;)
Whew! that was a very intensive week. But thanks to this hard work, you’re able to see some gameplay in the demo! :)
It isn't a secret, that since a few weeks finishing a demo was one of our priorities, and it’s finally here! This time, we weren’t expanding the ghetto, but shrinking it a little bit for the demo. As we can see from your first impressions, we think that our work so far was worth it! :)
Some YouTubers were especially delighted with the intro, making some new freestyle clips. We didn’t expect such an enjoyment! Who knows, maybe we’ll put one of them in the final version? ;)
The demo was also an occasion to see a few of the things, that we’ve talked about in the last DevLogs in action. Some of you have noticed, that the drug work station has changed a little bit. We’ve decided to make some changes in UI, due to our observations and tests. Now’s to make it a little bit clearer and easier to use.
Here’s a comparison of how it looked before:
And how is it look now:
We also keep an eye on your opinions and suggestions about the game. Some of them may have a real impact on the final game if they prove to be helpful or just are good ideas. The more than better, so feel free to give us some feedback :) You can do it through our FB page, Steam Community or join our Discord!
Alright, time to go back to further work. Thank you for all your feedback and support so far, and see you next Friday!
PS. For anyone who is searching for the demo- We send the Demo version to chosen influencers and youtubers, but don’t panic! Everything on it’s time ;)
Our work goes at full steam, but we’ve found a while to say you something more about the game. This time, we'll turn in some other direction and say more about the sound and its role in the Drug Dealer Simulator.
The audio is one of the most important elements of games, can’t doubt that. Apart from the soundtrack itself, it is the ambient sounds that play a significant role here. They are one of the elements of constructing the world and the atmosphere of the game. In this case, it was necessary to create a set of records that would suit our friendly ghetto.
The term "friendly" is, of course, strongly exaggerated. We will not meet here stereotypical happy families from American sitcoms. We are dealing here with a district, inhabited by the lower social strata, often escaping from the unpleasant reality with the help of stimulants, and regularly rubbing off with the law enforcement. That's why the sounds of screams, shots, or police sirens will be our usual day in the ghetto.
When you cross the streets or alleyways, you'll come across a variety of noises coming from the surrounding homes - from loud music and TV to hard discussions between the residents. The last ones can also tell us some straight-from-ghetto stories, so sometimes it's worth to perform the nosy neighbor :)
But sounds don’t play only the decorative role, because they may turn out to be very useful for our job.
Unfortunately (or fortunately), the cops aren’t able to become undetected. Their Walkie-talkies, steps, and even their dialogues can give us an advantage. Hearing the approaching justice can help in avoiding it.
Sometimes our own steps or actions can work against us. Not only our visibility can attract unnecessary attention, but also the sounds we make. Each of them has a defined audible area, which determines whether or not it will be heard and how much attention it will attract. The difference between running and walking is the simplest example. Fast and strong steps around the corner can attract more attention than their slow and low tone. Their detectability can be modified with skills. We can shrink the audible area or low the sound attractiveness by investing in the proper abilities.
That’s all folks for this week’s devlog! We also remind you about our Discord server where you can discuss the game and any other subjects. We're also there so don't feel shy to say hello :)
Another hard-working week behind us, time to share with you some news from our beloved neighborhood! This Friday, we’ll say something about the equipment and storing.
As you can probably guess, the game will have its equipment system. The treats have to be moved from place to place somehow, and carrying it on view isn't the best idea. If someone's doing it, he's probably not taking orders anymore. It's hard to do it from behind the bars. But do not worry, our character has one of the most important inventions of humankind: pockets.
Unfortunately, they don’t have infinite space, so walking around with few tons of goods won't be possible ;) By investing in “pocket” skill, you can increase the number of pockets, to carry more items with you. If you didn't have an occasion to read about skills, check out our Devlog #7.
No matter how many pockets you have, they haven’t much room. You can use them only for small amounts of your items. The problem starts with bigger orders and when there's more of them. Hiding everything in your pants wouldn't be enough. Grab a backpack to expand your possibilities and take more stuff with you.
Are there any students or tourists around the ghetto? Well, no. That’s why carrying a fully stuffed backpack can look suspicious. Sometimes it's better to rethink your logistics before leaving the house. The big backpack can not only get more attention but also decelerate your running speed.
The personal equipment won’t be the only place to store the products. If you aren’t the type of guy that carries all the goods he owns with him, you’re the right person in the right position. You can store your stuff in other places, like lockers, desks, or other containers.
Dealers have various creative ways to keep their treats safe. But sometimes, you need to adapt to the actual possibilities. It not only depends on the state of your surroundings but also time. We don’t have much of it while running from the police patrol. Always be prepared for the worst, so it isn't wise to carry any product in this situation. If you can't lose them, look around you, some elements from your surroundings can serve as a provisional hide spot. But don’t leave your treats there for long, or it'll be found and taken!
It's good to have some hiding place for our stuff. Whether it's in case of the police or younger siblings who love to steal things. Do you have any secret places like that? Let us know and see you next Friday!
Another Friday has come, so let’s take a look at a new Drug Dealer Simulator devlog! This time, we’ll talk about the role of the lighting system and the gameplay mechanic that is strongly correlated to it.
In a drug dealer profession, you’re always exposed to the possibility of losing the product during its delivery. One false step, one suspicious behavior, and you're drawing unnecessary attention. It’s no secret that these kinds of situations are the real magnets on cops. Sometimes trying to act normally isn't enough, so it’s better to hide in the shadows and try to prevent that risk, but you also need to know how to do it.
During the day, the source of the light is the sun, we can’t argue with these laws of nature :) But when the brightest star on our sky hides behind the horizon, we can only count on the moon or the artificial lights, like street lanterns, building entrances or motion sensor halogen projectors that you can meet in some parts of the ghetto. Each of these illuminations has its influence on the player's visibility, that depends on the distance from the light source, and also, the obstructions on its path.
Some places are particularly dimmed or out of sight, like alleys, building corners, gates, or bushes. This visibility decreasing spots are marked on the map, and players can make use of them both by night and by day. But as we mentioned before: you need to know how to do it. That’s why you should consider if hiding in a proper situation will help or make things even worse. The player's actions, like standing or crouching in these points may also be taken as strange behavior, and draw the attention. Maybe you’ve never seen a person standing in bushes or crouching in the alley during a day, but it would surely look suspicious.
The possibility of detecting us depends on several variables, such as distance, duration of our visibility, light, and the fact if we’re hiding in the right spot. If you're in an appropriately dark place and without any movement, there’s a chance that the cops wouldn’t notice us at all.
Night-time operations during the police hours are more dangerous and require more sneaking around, but there are also giving us some advantages. It’s easier to lose the pursuit, and our actions have a half less influence on the exposition factor than during a day. So it’s wise to make your tactic, but if your exposition level is too high - consider nightlife to reduce it a little bit.
And that’s all for this week’s devlog! Which work hours would you prefer: cleverness and strategy during the day or ninja-styled dangerous night shift?
Let us know in the comments and see you next week!
It’s Friday, so it means that the time for the new devlog has come! Today, we’ll say something about skills in Drug Dealer Simulator.
When starting our dealer career, we can't expect to know everything from the start. Some things need to be learned during work. Our progress is determined by gaining levels. It will not only allow you to make a bigger delivers, but also each level up gives a point to spend on various skills.
These abilities will allow us to make our activities a little bit easier. And making thi For example, you can upgrade your amount of stamina, its consumption speed or running speed to make you almost elusive for any threats. Cops thinks that they’re fast? Prove them wrong!
The ghetto’s law enforcement has simple rules: Looking suspicious? Behaving strangely? You have something on your conscience. Upgrade your sneaking abilities, to make you harder to detect during police hours, or be less interesting for cops in a daytime.
If you're making your job right and start to gain more customers, the orders will start to be much bigger. That would cause some logistic problems, which will force you to make a few rounds with delivery through the whole ghetto. Spend your points on the “Pockets” skill to increase your inventory space. Sometimes running from the law (and tasers) will require a bit of cleverness. Think about upgrading your lockpicking skills, which allow you to unlock new shortcuts on a map and give you access to new places and locations. This skill will also increase the speed of lockpicking.
We’ll not talk about every skill, let’s not spoil the fun :) Your choices are permanent, so remember to spend your points wisely! Maybe you’ve already made your choice and know, which skill will be the most helpful in your career? Let us know in the comments, and see you on the next Drug Dealer Simulator devlog!
The holiday break has ended, so we're back with the new devlog! This time, we’ll take a look at street art and the everyday life of the ghetto.
What is the best way to express your opinion? For the citizens of the ghetto, one of the solutions are graffiti. It’s easier anonymously say something with a paint can, than expose yourself on the consequences. Unless you sign your work, then don’t open the doors of your house if you not expect anybody!
You'll have the opportunity to see street art during your expeditions to clients or other various places. The streets of the ghetto hide the various forms of graffiti. From simple slogans to the quite impressive murals like this from our promo materials. There are also tags, some people still need to say "I was here" by putting it on the wall. And we don't mean that wall on the Internet ;)
If you got free time or nobody wants to get you, you can always slow down your step and take a look around the buildings and walls to please your eyes with street art.
The neighborhood is surrounded by our potential and regular clients, but the meeting with us in the "business matters" is not their only activity. A ghetto is a living place full of people hanging around on the streets in their various matters or not. Sometimes is better to stay at home and listen to some music with no worries if it will disturb the neighbors. Some of them are even jogging. Who knows, maybe someday they’ll give you some tips about running? ;)
Even the bridge couldn’t protect himself from the anonymous “artist” that leaves us with his thought:
Back to the devlog then! Today we will touch a bit different subject - we'll talk a little bit about the ghetto lore and story. What happened, how it formed, and who are you in all this mess. Let's get started.
The game takes place in an alternate US history. The political debate on both legal and illegal migration in and out US got off the rails. The discussion polarised to the extremes (as it usually does), but the tipping point was a new act proposed by the government that among other law changes introduced a new, radical citizenship status - the "Guest citizen".
By that act, the new status would be given to all new US citizens and as well to everyone who have obtained their citizenship up to fifteen years back. This also automatically included all "guest citizen" mother newborn babies.
A new civil war exploded in less than a week, riots covert the country and divided the society - not only on the migrant side, but also long-term US citizens. After the government got control back, they went even further.
All the guest citizens were classified as a threat to society and for the time before their further fate is decided - relocated to T.R.A.P.'s (Temporary Relocation and Assimilation Parcel). So called ghettos were separated in cities all over the country and became prisons for hundreds of thousands of people.
A fierce international discussion on the US crisis is taking place, while the guest citizens are trying to live normal lives inside the TRAP's. Monitored by the police, behind massive concrete fences they wait to see on what will happen to them next.
The game takes place in the Arizonean AR-B3 ghetto located on the mexican border. Most of the people were fortunate enough to get located in housings, but not all of them.
Some of the people who were moved late to the ghetto, had nowhere to go, and built their own cheap junk camps in the local park. The area is called the eastern slums. People live in wooden or junk based cabins or simply in tents.
Some of the residents moved in widly in an old and abadoned building, known today as the "Two towers". Only the most poor and pathological group of residents live there, as it isn't a specially interesting or safe place to be.
In all of this misery a large mexican drug dealing cartel saw a unique opportunity. A separated god-forsaken ghetto, filled with anti-government attitude residents, dirty cops and foreigners was a perfect location to form a drug traffic center.
You are the man hired for that job. As a guest citizen, you got hired by your old friend Eddie, who also lives in the ghetto is a high-positioned cartel member. As he helps you coordinate the operation, your task is to grow your influence in the ghetto and starting from local sales, get to transform the TRAP into your own drug traffic center, pushing the dope into the US soil.
In the today's devlog, we'll talk about the day-night cycle in Drug Dealer Simulator, and how it corelates to the gameplay.
First let's talk about the area
The ghetto is mostly a dense urban area, full of yards, fences, houses and passages. To move around you either use the streets and sidewalks, or if you need to avoid attention - find shortcuts through yards, climbing fences or lockpicking gates. The choice depends on the time of day and priorities. You will preffer to sneak undetected if you have something illegal on you.
Why the time of days matters? Well, while during the day, patrols just walk around and react to criminal behaviour or suspicious individuals (like you), at night between 9pm and 7am you have to face the police hours. Police activity at night is much higher. Policemen stop anybody that they encounter in public areas at night, but when it's dark it's far easier to escape and hide from them.
But don't worry, you won't miss it. Every nightfall is preceded by loud police hour alerts in three languages. You definatelly won't miss it!
Why work at night at all then? - you would think. First of all working at night decreases your exposition and risk factors and gives you other bonuses as well. Those are the values that affect the amounts and aggressiveness of the police, risk of a DEA ambush and more.
Second of all - some quests as well as large deliveries can only be done at night.
Don't worry tho, if you are affraid of the dark, you always have your handy cellphone flashlight :)