Dev Diary - 3/3/20 - Haulin Oats And The Dope Game Remaster
More progress on the Steam setup. All of the header, capsules, and additional assets have been created and entered, both for the store page and community. During that process the main title got a little update with modifications to the font and a darker drop shadow added.
Statistics and achievements were all entered with quite a few of the achievements showing the specific progress towards obtaining them. All depots have been set up and are ready to be filled. Even though alpha v0.0.1 is buggy, it is added as a placeholder for v0.0.2. The store page still need finishing and trading cards will be added at the very end right before launch.
As far as the game itself is concerned, I am still plugging away at getting all the new square animations rigged and the underline square code updated. Most of it is the same but the there are now instanced scenes for the banner and text backing so they can be animated and reduce the code-base per square. Hopefully all the square will be updated to the new system this week and move on to the last few bits before getting alpha v0.0.2 shipped out!
This week was a lot of drawing. Pretty much only drawing actually. Recreating all the background environments is quite the undertaking; especially since they are more detailed.
The shot above is of Crockfort / the main title screen and you can see the pretty significant changes that have been made. Also the character avatars have been dropped due to the way the new dialog window is set up. The avatars, however, are still being re-drawn and will be added to the credits page next to the names of the people who played those characters.
The face-lift for the dialog interface will have a line of coke that slides into frame based on who is actually talking. Granted the player mostly just picks a response choice. Here we see what the full interface looks like with all the test data in place. Pretty fancy compared to the original. Thats about it for this week. See you next week for more updates!
[ 2020-03-03 18:32:56 CET ] [ Original post ]
Hey there! So the dev diary is a day late this week; kind of spaced it with all the different things going on. That being said, lets dig into whats new.
Haulin Oats Status
More progress on the Steam setup. All of the header, capsules, and additional assets have been created and entered, both for the store page and community. During that process the main title got a little update with modifications to the font and a darker drop shadow added.
Statistics and achievements were all entered with quite a few of the achievements showing the specific progress towards obtaining them. All depots have been set up and are ready to be filled. Even though alpha v0.0.1 is buggy, it is added as a placeholder for v0.0.2. The store page still need finishing and trading cards will be added at the very end right before launch.
As far as the game itself is concerned, I am still plugging away at getting all the new square animations rigged and the underline square code updated. Most of it is the same but the there are now instanced scenes for the banner and text backing so they can be animated and reduce the code-base per square. Hopefully all the square will be updated to the new system this week and move on to the last few bits before getting alpha v0.0.2 shipped out!
The Dope Game Remaster
This week was a lot of drawing. Pretty much only drawing actually. Recreating all the background environments is quite the undertaking; especially since they are more detailed.
The shot above is of Crockfort / the main title screen and you can see the pretty significant changes that have been made. Also the character avatars have been dropped due to the way the new dialog window is set up. The avatars, however, are still being re-drawn and will be added to the credits page next to the names of the people who played those characters.
The face-lift for the dialog interface will have a line of coke that slides into frame based on who is actually talking. Granted the player mostly just picks a response choice. Here we see what the full interface looks like with all the test data in place. Pretty fancy compared to the original. Thats about it for this week. See you next week for more updates!
The Dope Game
CoaguCo Industries
CoaguCo Industries
2016-05-30
Casual Simulation Singleplayer
Game News Posts 136
🎹🖱️Keyboard + Mouse
Very Positive
(190 reviews)
https://coaguco.com/games/dope
https://store.steampowered.com/app/466800 
The Game includes VR Support
The Dope Game: Linux 64-Bit [111.04 M]The Dope Game: Linux 32-Bit [111.04 M]
The Dope Game: The Stash
To escape the city of Starkham and start your new life, you get your friend Preston to set up a meeting with the local loanshark, Sweaty Mike. After foolishly borrowing $2,000 to start your fledging drug dealing career, you embark on a timed mission to sell as many drugs as possible throughout the city. However, you must evade the police, make sure not to ♥♥♥♥ off the locals too much, and navigate an ever-changing drug market.
Visit locations like Crockfort, Pinky's Gun Emporium, Murphy's Lake, The Noose & Rafter Bar, Hillside, Saint Jaysus Memorial Hospital, and more to interact with people and buy or sell a variety of drugs. Almost everyone you meet can be fought or bartered with in some manner.
The Dope Game, the newest game from CoaguCo Industries, It is a take on John E. Dell's 1984 classic game Drugwars, where the player goes around New York City trying to make as much money as possible selling drugs while evading the police. But this isn't New York City. Or 1984. The Dope Game takes place in the fictional city of Starkham, Blannington, most infamously known from our previous games One Way To Die and Raise Your Own Clone.
The game features original music by Macabre Gandhi and fully hand-drawn art assets by GP Garcia. For those of you unfamiliar with the premise, here is a fancy list of game features:
- 15 locations around Starkham
- 16 different drugs to buy and sell
- 10 (barely) different weapons
- 8 different game lengths to play
- Listen to the old lady say lots of things on the bus (unlocks stuff sometimes)
- Borrow money from the loanshark (and maybe pay it back)
- Interact with (and fight) a variety of townspeople
- Randomly lose drugs, money, or weapons and possibly find those of other players
- Hire crew members to fight with you
- Random generated crew members: names, weapons, health, damage
- Full soundtrack by Macabre Gandhi
- 22 Achievements
- Fully hand-drawn game assets
- A variety of random mechanics to make each game unique(ish)
- Back up statistics on CoaguCo's server (requires account) and Steam
Owners of One Way To Die (dude, it's free) and/or Raise Your Own Clone will have access to two additional locations, The Finningan Brothers Fun Park and Dr. Stansfield's Cloning Lab, respectively. The Fun Park provides a new NPC to interact with, Bill Finningan, as well as allowing you to sell your wares to park-goers. The Cloning Lab provides another new NPC, Dr. Stansfield's Nephew, who allows you to stash drugs there for your next run. However, he may just do some of them.
MINIMAL SETUP
- OS: Ubuntu 18.04 or Higher (most other distros too)
- Processor: AMD or Intel
- Graphics: OpenGL 3+ CapableSound Card: Not necessary but you'll miss out on the musicAdditional Notes: An okay memory or notepad
- OS: Ubuntu 18.04 or Higher (most other distros too)
- Processor: AMD or Intel
- Graphics: OpenGL 3+ CapableNetwork: Broadband Internet connectionSound Card: Pretty much anyAdditional Notes: A good memory or spreadsheet app
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