Big thank you to everyone who is providing bug reports - I'm trying to fix these as soon as I possibly can!
The patch today brings a few changes. The most notable being that the HARD MODE achievement should no longer accidentally pop when playing in Normal and using the hotspot flash (sorry - it just got harder!)
I'll try avoid spoilers as best I can here. If you encountered ... you'll know what it means.
Notes:
Fixed issue where store room encounter could break with a save/load.
Hard mode achievement no longer triggers on wrong circumstances.
Could avoid decontamination sequence.
Fixed double "scream" event in a later room.
Game now saves after a lengthy scene, meaning if something goes wrong you'll be OK
Crouching during a specific cutscene would cause you to walk slowly after - added fix.
Missing highlights in later section of the game have been added.
Can no longer repeatedly trigger an end game event (it looked awkward!)
Various hotspots have had their names updated
Bunch of spelling issues fixed.
A few instances of dialogue happening at the wrong times has been fixed.
Fixed issue in dorm, where picking up camera could cause something awkward to happen.
Added text in incase you solve a puzzle early, rather than Riley refusing to take an item.
Once again a big thank you to everyone, for your patience, and for your support. I'm a solo dev and have tried and will keep trying my hardest to bring the quality YOU deserve. -Andrew
Chance for a bloody piece to be hacked off a monster in battle -this is only a visual effect, for now!
Status effect icons now flash as to be more noticeable
Low ambient background noise -hopefully this gives the dungeons a bit more atmosphere
Wall tiles with torches hung on them have a slight lighting effect
Tweaked the leveling curve to deal with the extra monsters
Random fluff line will display in the log when interacting with a tombstone
TEMPORARILY REMOVED UNTIL NEXT UPDATE:
The music track that would play when you entered a room chock full of monsters -I rewrote how the game handles music so this track will be gone for a little while.
Known Bugs:
when loading a save, the items that are in the room you start in might not be visible, all the rest should be fine though
Finally version 2.2 is here! This also happens to be an anniversary update as ROGUE-FP was released on March 30th last year! The first flying enemy, the gas spore, is in. The gas spore acts like a floating mine. It will float around the map and if a player unwittingly walks under it it will descend and explode if it touches anything. But if you know its going for you it is possible to kite it into other monsters and have it kill them instead. Or sometimes a couple of them might just bump into each other and explode off in the distance. Such is the life of a gas spore.
Some work got done on the lighting and audio of the dungeon as well. Tiles around the player are lit brighter than tiles farther out. I'd eventually like to have the color of the players light reflect how enchanted your gear is or if certain magic effects are active.
For the next update I plan on working on more monsters, more lighting effects, and more variation in the dungeon generation.
As always please let me know if you run into any bugs. Thanks and Happy Easter!
Long time, no see! Things have been pretty crazy in the last few months (which will be covered in another news update), but I'm very excited to announce that the long-awaited version 1.1 is now LIVE! Thank you so much for your patience and understanding. I hope this will make the game better and more enjoyable for you all!
Here's a list of every changes :
- Save games are now officially implemented! - Both the cinematics at the beginning of the game are now skippable, instead of one or the other - Added a death zone below the whole map in case you fall through, avoiding a soft lock and simply respawning you instead - Crouch is now a toggle by default - In scan mode, you now only need to hold the scan button while scanning. When the scan is complete, you can release the scan button and the description will stay on screen. You can then press any button to exit the description and continue scanning. - Patched specific spots where you could see the small seam between two rooms and see through the world - Fixed the menus where hitting “Escape” would close the main menu but not the options. They would remain on screen until you reset the game. This doesn’t happen anymore. - Fixed the visual of the tutorials - Fixed many visuals and collisions on different models - Fixed some mechanical devices that didn’t reset to their original position if the electrical red trigger activating them was clicked on twice too fast - Fixed checkpoint in level 3 - Fixed a death zone in one of the rooms of level 3 where you could survive on the edge of lava - Fixed a door at the end of level 3 that didn’t have the right model and had no texture - Fixed collision on top of doors of level 5 - Added panels with the word “RESET” on top of the holes in the first room of level 5, to clarify their function - The button’s wire at the end of level 5 now only lights up for a small time since it’s always a short activation when you press it, instead of remaining lighten up forever as soon as you step on it once - The permanent buttons in level 7 now have their wire leading to the center pillar of the room, for a better understanding of their purpose and the objective - The water flooding the final room of level 7 now kills the player as intended - The platforms at the very end now slowly sink in the lava as intended - Speedrunning mode now shows in green or red if your sub-time per level is better or worse than your last record (You need to do one full speedrun after the patch before those numbers appear). It also only shows three decimals instead of something like 6. - If you redid a speedrun in the same session, the audio was suddenly super quiet for the rest of your playtime. This is now fixed. - The leaderboard now shows all the registered times, not just the Top 10 (IMPORTANT : Please note that the leaderboard has been reset). - French language has been added as an option for written text.
Please note that some things might be broken if you already played the game. To fix it, simply reach the first checkpoint of the game. You might also have to reset your options and collectibles progression so that the text shows up correctly.
Save games always come with some risks, so if you notice anything that’s broken when loading a save, do let me know and I’ll investigate as soon as possible! Thank you again for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, if I sadly introduced some new bugs (It's always possible) and I'll do my best to fix it!
The wait is over! We're thrilled to announce that the demo for Miami Hotel Simulator is finally here, ready for you to dive into the exciting world of hotel management!
🌟 What You Can Experience:
Step into the bustling streets of Miami and immerse yourself in the energetic vibe of this iconic city.
Take on the role of a hotel manager and tackle the challenges of running a successful hospitality business.
Explore the demo version, which offers a glimpse into the full game experience, allowing you to get a feel for the gameplay mechanics and features.
Design and customize your very own hotel and watch as your creation comes to life.
Unlimited playtime. We didn't want to separate you from your hotel.
🌟 What the Full Game Will Offer:
Multiplayer! Manage the hotel along with your friends.
Open World. Visit wholesale markets, pawnshops, gas stations, etc., and explore more.
More content like furnitures and customization.
More services you can offer for customers.
More language support.
Deeper systems; room temperature, electricity consumption, water costs, air conditioners, etc.
Spend the money you earn at car dealer, clothes shop.
Don't forget to whishlist and share you experience with us on the Steam Hub.
Get ready to experience the thrill of running your own luxury hotel. Your Miami adventure starts now! 🌴🏨✨
◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈━◈ It's been a busy period behind the scenes and it's about time for a progress update so here we go!
Godot Progress & Coding
> The most complex coding tasks are out of the way! [ <3 Godot ] > We're keeping the new Combat / Inventory system under wraps for now, but the functionality is mostly completed (although all graphics are placeholder). > The most difficult / main parts of the 'Visual novel scene system' is essentially completed (just need to add easy/quick stuff, e.g. code for playing music etc...) > Basic functionality for most screens have been ported over from the Java version.
> We've also been experimenting with new possibilities in Godot, such as a code based 'jiggle physics' system for characters (rather than a pre-animated jiggle) This will allow for a 'physics-based' boobie jiggle whenever characters move position on screen etc... (NOTE: all visuals are placeholder)
<To see the video, please view our announcement in discord! (link at the end of this post)>
- Bigger dungeon maps are now easily possible in Godot, with no need for multiple floors. (NOTE: all visuals are placeholder)
As mentioned before, Godot has been such a breath of fresh air to work with and progress has been so much faster than previously in Java.
Initial testing of the combat system code functionality has been successful, so we're looking to start play-testing the new combat system internally very soon and if all goes well we will be looking to start replacing placeholder art with the goal of making the game presentable for getting external feedback as well.
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Character Art / Sex Scenes
Previously, the approach to sex scene planning and the totality of the game was a little less than ideal and often led to the need to re-work or re-do scenes at later dates.
So, this time around we're taking a much more structured approach to planning every scene in the game ahead of time and creating storyboards for every scene.
Since this is the perfect time to do so, we're also giving every scene a look over and trying to move them toward a more consistent style and implement some fun additional things we would like to see such as better scene progression and potential internal shots etc. Essentially just giving every scene a quality check and adding/improving where we feel is needed.
Here are a few examples of images from sketched storyboards (as well as a look at both Ignacy and Gull's updated character art above).
Please do keep in mind though that everything shown is W.I.P. and not finalized!
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Music / Soundtrack Update
Since the previous status update, we've had a whole new main theme composed and I'm really looking forward to when we can let you all hear it too because I really love how it turned out.
But, until then, here are two more of the original sound tracks to listen to!
<To listen to the music, please view our announcement in discord! (link at the end of this post)>
v6.0.0 of Starground is finally released! This is the biggest update yet, which includes entirely new mechanics for both dungeoning and automation.
Power
Power is now in the game! This involves specific machines needing to be powered to function now. These machines can be linked up with the new Tesla Coil.
Research
Research is now fully implemented. This lets players unlock new technologies to slowly improve their factory over time.
Rolling
You can now roll in the dungeon, which aids in avoiding enemies and general navigation.
Sounds and Effects
All of the machines in Starground now have their own unique particle effects and sounds. The word is more alive than ever!
Below is a full changelog of every change and addition:
Additions
Added Buldogghi to the list of translators.
Added an option to use a regular font instead of the pixel font.
Added breakable decorations that spawn in dungeons and drop hearts.
Added the ability to roll with SPACE.
Added Starground energy (SE).
Added the power tab in the building menu.
Added tesla coils that transmits power from generators to consumers.
Added fuel cells (double the fuel time of biofuel).
Added coal and coal ore rocks.
Added sounds to the crafter.
Added welding effects to the crafter.
Added sounds to the furnace.
Added buzzing sounds to bees.
Added grinding noises to the shredder.
Added particles to the shredder.
Added keyboard number indicators to the hotbar.
Added functionality to researchers.
Added an animation to researchers.
Added particles to researchers.
Added an animation to the burner when working.
Added sounds to researchers.
Added power usage indicators to the build menu.
Added another section in the build menu to indicate building power usage.
Added researches that unlock different items and buildings.
Added the treadmill.
Added a sort button to grid inventories (chest, collector, inventory etc.).
Added boss doors for rooms connecting to a boss room.
Added new sprites for v2 conveyors.
Changes
Made it so that long words now wrap in the building menu.
Made it so the Simplified Chinese localization defaults to Noto Sans SC.
Swapped out static font sizes for size types (large header, medium header, etc.).
Made it so that item names don't expand with the slot when hovered over.
Changed the backing color of the slot item name from a plain square to a designated sprite.
Made it so that the toolbench can only accept a stacksize of 1 item.
In refactoring this, inventories can now have any stack size, which opens us up to upgrades to increase chest slot stack size.
Changed the sprite for splitters.
Made it so movers can move an item directly onto a splitter without needing a conveyor inbetween.
Made it so movers can take an item directly off of a splitter.
Made it so splitters can move items into other splitters.
Changed the dungeon background color to be darker.
Changed the biofuel sprite.
Made it so crafters require 5 SE to craft an item.
Made it so that the burner produces 20 SE when fueled.
Changed resource spawning to a weighted system, allowing for the change of spawn rates.
Made it so that shredders require 3 SE to shred items.
Made it so that collectors require 8 SE to operate.
Made it so lamps require 1 SE to operate.
Made it so lamps turn off during the day.
Decreased the amount of required hits for splitters from 5 to 2.
Changed the conveyor belt descriptions to make more sense.
Changed the burner description to make more sense.
Changed the mover description to make more sense.
Changed the long range mover description to make more sense.
Changed the toolbench description to make more sense.
Changed the starlauncher description to make more sense.
Made it so bees now hold the items they mined.
Decreased the volume of picking up items.
Significantly changed the research menu layout.
Made it so researchers now consume 8 SE to operate.
Rearranged the order of the crafter in the build menu.
Made it so the day indicator turns to a moon during nighttime.
Made it so that placeholder sprites go invisible when an item is in the slot.
Locked multiple buildings and items behind research.
Made it so players can walk on splitters.
Fixes
Fixed an issue where the fps counter setting was not saved.
Fixed an issue where selected language was not saved.
Fixed an issue where the inventory UI was covered by the chat box on large UI scales.
Fixed a depth sorting issue where the inventory would interweave into the health bar.
Fixed an issue where item slots would not expand .
Fixed a potential crash related to building objects.
Fixed an issue where splitters would not grab items.
Fixed an issue where long item names would permanetely increase the background length.
Fixed a crash related to taking an item from a mover.
Fixed an issue where burner inventories didn't work on multiplayer.
Fixed an issue where switching a crafter recipe could cause a crash.
Fixed an issue where movers would try to insert items into inventories with no item filters even if there wasn't insertable slots.
Fixed an issue where the research menu and an object inventory could be open at the same time.
Fixed an issue where clients would sometimes be unable to initiate dungeon rooms.
Changed the door sprites to look more sideways when going left or right.
Optimizations
Optimized scene layout of item slots (better control over behavior).
Significantly improved performance of conveyor belt tiling.
Significantly improved performance of conveyors.
Switched building multiplayer updates to the MultiplayerSynchronizer node, making them more reliable and efficient (only 2 bits per packet!).
Addressing a few more issues raised by the community.
All trials should now feature a character as either a plaintiff or as a member of the jury.
Villagers will now no longer hoist their children on you.
Game lock caused by multiple events generating at once but only one appearing should no longer occur.
Children under the age of 6 who cannot work will no longer be able to assist in plough work or take a journey into town.
Please alert me of any additional issues that crop up on either the Steam discussion page or any of the social media platforms linked on the main page.