Dev Diary - 8/7/20 - Haulin Oats And The Dope Game Remaster
A fair amount of the time after my time-off was spend on The Dope Games networking system. However, what work Haulin Oats got was divided between setting up music and polish for the next alpha which should be out sometime this month.
To prevent music from getting horribly repetitive throughout a game session, the music will be set up like a radio. One song will play then the radio will scan the channels looking for the next song; like driving in a big rig. Some tracks have been assembled so far and more are coming. The current ones will be added into the next alpha version so folks can hear them. The polish phase is almost done and (I hope) most of the bugs have been squashed. Im going to try to jam in the racing feature before releasing it to the folks who have alpha access but well see how that goes. Also some accessibility features will be added prior to launch. I have to get in touch with some folks to go over what all needs to be added and then create a plan to add it!
Most of the work done around my time-off has been networking. This is actually a drawn-out process; especially when testing it against yourself on a LAN. Nonetheless, the Steamworks integration is going pretty well.
All the lobby stuff, after multiple iterations, is now done. So far all the testing works, thanks to pulling some stuff from other CoaguCo games. Currently I am implementing the multiplayer P2P framework in the game itself so folks can run around and slang together. Well, more against each other. You will be able to play against six other friends or foes though currently there is no option to join an in-progress game. While it was considered, I think it might be too hard to catch up once a match starts. However, maybe down the road that will get added. Next update I will talk more about the character and server customization. There will be a decent amount at launch with some add-ons over time. More on that next time, folks!
[ 2020-08-07 20:02:44 CET ] [ Original post ]
Oh, hello there, stranger! The time-off has come to and end and here we are... time for another development diary for Haulin Oats and The Dope Game Remaster. As I mentioned in the previous post, these diaries are being cut down to every other week. And, of course, never again once each project launches. That being said...
Haulin Oats
A fair amount of the time after my time-off was spend on The Dope Games networking system. However, what work Haulin Oats got was divided between setting up music and polish for the next alpha which should be out sometime this month.
To prevent music from getting horribly repetitive throughout a game session, the music will be set up like a radio. One song will play then the radio will scan the channels looking for the next song; like driving in a big rig. Some tracks have been assembled so far and more are coming. The current ones will be added into the next alpha version so folks can hear them. The polish phase is almost done and (I hope) most of the bugs have been squashed. Im going to try to jam in the racing feature before releasing it to the folks who have alpha access but well see how that goes. Also some accessibility features will be added prior to launch. I have to get in touch with some folks to go over what all needs to be added and then create a plan to add it!
The Dope Game Remaster
Most of the work done around my time-off has been networking. This is actually a drawn-out process; especially when testing it against yourself on a LAN. Nonetheless, the Steamworks integration is going pretty well.
All the lobby stuff, after multiple iterations, is now done. So far all the testing works, thanks to pulling some stuff from other CoaguCo games. Currently I am implementing the multiplayer P2P framework in the game itself so folks can run around and slang together. Well, more against each other. You will be able to play against six other friends or foes though currently there is no option to join an in-progress game. While it was considered, I think it might be too hard to catch up once a match starts. However, maybe down the road that will get added. Next update I will talk more about the character and server customization. There will be a decent amount at launch with some add-ons over time. More on that next time, folks!
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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