Regulators! Welcome to the fresh new DEMO for Regulator City: version 0.0.66
New in this version
- Host of new Enemy types like Spittin Blog, Medooza, Scorpions, Spiders, and Ooze worms - New mission type: Hacking the mainframe - requiring you to defend your grounds for a couple of seconds - Shiny new interface to unify the whole game - Medooza-Nest missions (be quiet!) - Local COOP mode ( mostly tested, but things can go crazy at times )
What's next
This build now brings a complete new experience both in the shape of the standard single player mission, but also by adding a sample (test) of the local COOP mode. Even though the version number just increased a bit, there are so many new things crammed in this demo that you should really just go and play it and see what the final Regulator City experience will be about as I'm now at the final stretch of development and closing in on a full release. (YAY!) I'm entering the last phase of development, and a lot of that work will mean creating level-maps, adding a couple of features I still have on my wish-list (working on Gass-masks for Ooze-spore area's). And I will be doing a proper Beta-test call over on the Orangepixel Discord (see the right-side column on the store page) in a few weeks/months from now to make sure the game is as bug-free as possible when it releases! If you want to play this game on your stream/youtube/twitch make sure to reach out for a Steam Playtest key and we'll talk. Full changes list:
- fixed: (probably) Framerate drop happens on Streetview
- fixed: ghost mode - melee now does full damage per hit
- fixed: Some enemies get into an "alerted" loop and trigger an annoying soundeffect because of it
- fixed: death handling for COOP mode (medikit can be used)
- fixed: Using "sniper mode" in COOP also takes over other players screen
- fixed: Extraction is now always on left-side of street/sewer/roof
- fixed: mission street-direction isn't pre-defined
- fixed: Level up weapon options should only show unlocked weapons
- fixed: Lasers show info dialog, even when power-off in building
- fixed: Lasers block squad even when power-off
- fixed: remove the Laser-pass options from a NEst level
- fixed: left-bar info doesn't fit with extra recruits
- fixed: hands in "map" screen of briefing cover the text
- fixed: recruits level and skills aren't reset on "retry mission"
- fixed: Pickups on end-of-mission screen pop up in wrong place (mid-left)
- fixed: Remove NPC's from Nest levels
- fixed: sharpened Aim-assist
- fixed: Throwables don't have the right sprite-looks
- added: Spittin Blob should spit in panic during power-off passed)
- added: Big Ooze worms
- added: Small Ooze worms
- added: Hospital furniture has higher chance of spawning medikits
- added: "got you a new rookie" to HQ when player lost his team8
- added: Medusa should shoot/throw oozebits or oozeworms during screams
- added: Mission blueprints are now perma-unlocks
- added: Booby-traps now scattered more and randomly around levels
- added: COOP mode: modifier inventory is given to both players
- added: COOP: if player leaves, inventory is dropped as a single "inventory bag" item for other player to grab
- added: COOP if at least 1 player survives extraction, other player will be revived at HQ
- added: 1 and 2 are alternatives to swap/select weapons (keyboard play)
- added: Weapon-upgrades to Team8 Level up options
- added: pencils/pens as weapon - found in office areas
- added: "food" items in kitchen furniture to regain HP
- added: Laser-sight mode shows wall outlines
- added: Medooza's scream will call reinforcements
- added: Tactical Advantage to gain an extra team-member (up to 4 max) (not in COOP)
- added: Ooze puddles dropped by various entities
- added: Zone-defending functionality
- added: New mission - Mainframe hacking
- added: Ooze spiders
- added: Medooza "nests" special event to random missions
- added: Electronic doors can be budged open when power is out
- added: Unlocked Optica in Demo (allow coop-mode)
- added: Briefing info about "Nest" missions
- added: Junk - can be thrown around to make noise
- changed: Moved level-editor to "developer only" mode
- changed: Increased amount of ooze-required for special ability
- changed: Blue print won't uncover actual rooms, only in map view
- changed: Medusa should be attracted to sound instead of playerInSight (allow player to sneak
- various code and framerate optimizations
- updated booby-trap defusing methods and process
- done: check Hostage rescue mission with new Hostage code
Regulators! Grab your gear and suit up! a fresh new developer build is here for you to have some fun with.
This demo has a lot of changes and improvements since v0.0.62 and the biggest feature is that your "team" is now a "duo", I've been playtesting this format for some months now, and I feel like it simply improves the game in various areas:
- It removes a lot of chaos from the game area
- It allows the player to focus on their own movement instead of constantly looking at what the team is doing
- And it still saves the coolness of having this skillful buddy moving alongside you covering your back!
You'll also run into a much improved level-up system for your team mate, bigger variation of enemies (including possessed furniture), different level maps and improved map layouts overall.
So give the new demo a try and let me know what you think!
For those having a Steam key for the Play test build, all the character "abilities" have been changed and improved on. Removing all the "full-destruction"(cool, but mostly useless) abilities and replacing them with powers that can be used more strategically and in a tactical way.
I'm working towards a beta test phase, so if you like what you see in the demo, drop by on the Orangepixel discord where I'll be handing out the Steam Playtest keys over time!
https://store.steampowered.com/app/1892750/Regulator_City/
Go Regulate the city!
- Pascal aka Orangepixel
Work on Regulator City continues, be it a bit quiet lately. But that's mostly because I was head down into the code and working on so many details and aspects of the game, that doing a demo update always felt like it would be outdated the next day!
But I'm happy to say that I finally got around to building a proper new demo build, and can't wait for you to take the game for a test-drive!
This is still not a completed game, pretty much everything keeps improving constantly, but you should get a good solid amount of fun from playing the latest version.
From the new mission-setup briefing and story, to the finer details of operating missions with your team backing you up, this demo should give you a nice sample of what the final game is heading towards when it releases later this year!
Don't forget to drop a wishlist and tell your friends!
https://store.steampowered.com/app/1892750/Regulator_City/
Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!
This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!
Grab your gear, and get ready to be shipped out into Regulator City! The new public demo is here (v0.0.51) and it is the one you've been waiting for! The changes list is extremely long, so you might not want to go through all of those things, but don't worry, I can highlight some of the key changes while you grab and wishlist the demo on Steam!
I made many changes to the gameflow, this means an improved layout for the HQ building, but it also means the removing of the city-map view and only one mission per street (replacing the 3 missions per street). This all ensures better feeling of progress, and a smoother experience overall.
The money-system and somewhat forced Gear-shop are also removed from the game. Instead you will find cool upgrade-crates spread across the games, including some new weapon-unlock crates. You will always get a few extra gadgets when you return from a successful mission back in HQ. The grabbing/collecting of dropped money always felt a bit of a distraction from the actual mission and action, and removing those features make the core game mechanics a lot more prominent and feeling better.
Another thing that got removed, or perhaps, replaced is the inventory screen. We now have a radial-select, as requested by various players, which allows you to grab (flash)grenades or other useful items a lot faster than browsing inventory screens. Still being tweaked and improved, but have a play with it!
Finally there is now a much more interesting level-up for your AI team members, statistics info for your team-members in the pause menu, a cool extraction event when you complete a mission, new airfield and hospital maps and various small improvements to other existing maps, and I'm probably forgetting a BUNCH of cool things from the new demo!
So grab the demo now , and take it for a spin!
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
- added: Implemented WIKI export for Orangepixel.net
- added: Tutorial notebooks "shown" state now also saved
- added: Extraction count down after mission completed
- added: Change mouse cursor when performing tasks
- added: floor lights
- added: Radial button for inventory item select
- added: Proper sound for melee-weapon swap
- added: Go sign when Extraction Chopper is available
- added: Gun/Item lockers
- added: Player can now mount alternate default weapons in HQ
- added: Copy+Paste to level editor
- added: Mission/game progress statusbar
- added: Spec sheet for items in HQ Lockers
- added: New weapons: Squad-MK II and Squad-MK III and MachineGun MII
- added: revert to holding "default weapons" when returning to HQ
- added: show new weapon-unlocks pop-ups
- added: Vault task now do-able with mouse
- added: Tasks are now done in slow-motion instead of full-pause of action
- added: Extraction chopper now always targets last building-door
- added: Street graphical changes to show Ooze taking over
- added: Squad Level-up notification popups
- added: pre-generate mission list and mission-maps (spread uniqueness of locations)
- added: Squad members now stay away from proximity bombs
- added: Merchant shows path to General on tutorial-level
- added: limit demo duration / mission count
- added: Extra squad-heads for variation
- added: Squad-statistics to Pause screen
- added: Squad members now always have unique looks
- added: Weapon-crates can be placed in level-editor
- added: first Airfield map
- added: First hospital map
- changed: Door information dialog only shown when player near door
- changed: Removed the city-view/mission map
- changed: Streets now only have on mission
- changed: Mission flow and code rewritten/redone
- changed: redesigned HQ Layout and player start point
- changed: blocked certain missions from happening in unsuited areas (vault in park for example)
- changed: disabled "danger/stealth" meter
- changed: Improved controller code seperation for UI and game controls
- changed: optimised Verlet system
- changed: Scrambler now needs to be held to use (not an active item)
- changed: Removed infinite-ammo for default weapon
- changed: Added Ammo-clip drops
- changed: Redesigned HQ layout
- changed: Optimised some squad-AI decision calls
- changed: Pathfinding code optimisations
- changed: Optimised squad-AI goal-decision making
- changed: General in HQ starts further from Mission-computer
- changed: Optimised Squad-AI decision delays and handling
- changed: Disabled money system (testing)
- changed: notification/pop-up system
- changed: cleaned up pause screen and squad-stats
- changed: Improved extraction event with slowmotion
- fixed: HDMI/M1 resolution issues - setHdpiMode(Pixels)
- fixed: blockade from tutorial-enemy wasn't fully working
- fixed: Chopper shadow not correctly mirrored
- fixed: vertical curtains items would cause weird blockades
- fixed: Hard to get item spawns in Park missions
- fixed: Blocked certain mission-areas from spawning on roof tops (Park, Airfield, etc)
- fixed: upgrade prices are incorrect in new mission upgrade
- fixed: street/rooftop art has black area at the bottom
- fixed: crash caused by breach-doors
- fixed: Squad will freeze once security alarms trigger
- fixed: Squad has no AI-nodes in street view for hiding/navigating
- fixed: screenshake default settings and handling (more subtle, framework upgrade)
- fixed: Tasks can blink/fade on the screen while performing them
- fixed: Disable HQ-building from mission-area's
- fixed: Detonators ignore slow-motion from being in the detonation Task (so they always explode)
- fixed: level-editor removing tiles doesn't remove floor-textures
- fixed: Street-entry starts with Squad outside of the screen (no car/chopper moving in)
When you start a project like Regulator City, there is a certain vision and idea of what you want the finished product to be like. Getting from that first idea to that vision is sometimes extremely easy and straightforward, but in the case of Regulator City it has been a massive path of many ups and downs.
So it's hard to describe the relieve and many other feelings that unleash the moment I noticed that Regulator City became that game I originally had in mind. A great mix between action, stealth, coolness of leading a team, and finally the rogue-like elements I try to put in all my games.
Before I dive into the specifics for this v0.0.50 demo update, PLEASE grab yourself a copy of the demo and make sure to wishlist the game, I can't wait for you to play it and enjoy it!
https://store.steampowered.com/app/1892750/Regulator_City/
The list of changes is LONG, so there's no way I'm going to cover all of it in detail. The key changes for this demo, and the gameplay, are most certainly the implementation of a Game Over state - if you (the Alpha) dies, it is game over in a traditional rogue-like sense. This gives you some extra things to think about on how you go into the missions.
I also restructured and streamlined the way your squad is made available and how you can revive new squad members, AND your team members can now actually level-up and learn new skills! This is a major difference in the gameplay, because you now WANT to keep your team members a live and help them out, so you don't have to replace them with a Level-1 grunt later on.
The way they learn skills will be improved in a later demo update, for now they will automatically get skills assigned as they level-up. This means that all the mission stuff is originally done by you as a player : place bombs, get intelligence, crack safe, etc. But over time your squad members will be able to take care of these things for you and much faster!
I also reworked all the interface things and cranked up the feedback to players to close to maximum! You will not miss out on important gameplay events happening!
So go check out the demo, it's a longer demo than before, you can now play 4 city blocks, so a lot more fun to be had. Come talk about it over on the Discord and don't be shy in dropping your ideas!
Here's the full list of changes and fixes, if you want to stay updated on these on a more daily and smaller version: there's now an automated update list being dropped in the Discord channel for the games I'm working on at the end of every work day! so come hang out!!
Full changes list:
- added: item drop boxes to HQ on first run (gives you starting items)
- added: mission icons in HUD have an effect when something gets completed
- added: Slow-triggered enemy spawns, can be avoided by sneaking
- added: Squad members now level up and improve their skills
- added: DNA pods now used to upgrade the player (extra HP)
- added: notification when a squad member dies
- added: quick replay to game-over screen
- added: Special power attention FX
- added: some inventory items can now be "activated" per mission
- added: Squad HP should restore when they level up
- added: EMP-bombs to disrupt power at any point in the building for certain time
- added: Items can now be depending on other items
- added: Inventory shows if item needs another item (EMP needs Nightvision)
- added: Previously shown mission-tutorial info now saved to player profile
- added: item: Training manual - levels up all squad members
- added: Squad skill to defuse mines
- added: different voices are assigned when generating new team members
- added: Squad members now have random faces
- added: Enemy spawns during boss01 fight
- added: item Blueprint, makes the whole map visible
- added: item Field-Incubator to generate a new squad member
- changed: cleaned up status bar
- changed: Special powers charge faster
- changed: increased item-box drops
- changed: Medikits are instant use (and ignored if full HP)
- changed: gear-shop spawns in direction of street-movement, not "behind" the player
- changed: shop prices need to increase faster in missions
- changed: Mission Failed (Alpha down) now equals a game-over
- changed: Explosive-placement can now be learned by Squad members
- changed: No new recruits until the whole city-block mission is cleared
- changed: Increase demo size to 4 cityblocks
- changed: Shop Prices kept increasing, while money drops don't.
- changed: task title bar doesn't need team-member avatar anymore (team won't trigger it, only players)
- changed: Made hostage-NPC more focussed on level-exit (cross long distance)
- changed: Make it rain in cityblock 4
- changed: decreased Ooze-hive spawns in early missions
- changed: proper random pool for Store items
- changed: Made hearing-aid an active item
- changed: Some items like grenades now come per X amount at once
- fixed: squad members won't open doors during a breach-able situation
- fixed: can't revive members in Gear shop
- fixed: AI moving to doors that are not really the best option at the time
- fixed: Squad will also slash/attack Ooze-spawn blobs
- fixed: GO sign on the street does a weird blink
- fixed: boxes in HQ shouldn't spawn medikit on new game
- fixed: Rope-spawned enemies not placed at correct spawn spot
- fixed: Squad member is sometimes invisible (only shows shadow on floor)
- fixed: boss fight has too much street-width
- fixed: take-downs on street lands the enemies body "inside the buildings"
- fixed: Level editor: cleared level would be seen as a usable-level
- fixed: Incubation also resets life squad members
- fixed: Level countdown now overlaps with mission icons
- fixed: shop-item collision overlaps, player can touch 2 items at once
- fixed: Player controller character also had double HP
- fixed: dashing can sometimes dash through items/walls
- fixed: squad-level digits are hard to read in HUD
- fixed: Night-missions don't show night in open-areas in buildings
- fixed: Picking up an active item resets the active state
- fixed: Ooze critters bite, but don't seem to harm/hurt
- fixed: saved NPC's in HQ don't say anything (do trigger a prompt)
- fixed: removed "CPU" from power bar in Tutorial mode
- fixed: Squad members don't seem to properly level up their skills
- fixed: gaining a weapon while morphed, replaces the melee weapon
- fixed: added some correction to camera-danger zone highlights
Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!
Grab the demos (and Wishlist!) here:
https://store.steampowered.com/app/1892750/Regulator_City/
Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!
These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!
Its here! The new demo, and its a BIG one in terms of changes, improvements and steps towards the final game. The list of changes is extremely long, so let me quickly talk through some of the highlights while you download the latest demo !
So where to even start? Theres so many improvements here, from the character-select screen showing more info on the special abilities, to the flow of things on how you get your team and you can now have the computer randomly create your team (Im a big fan of such features, cause I personally dont like fiddling with all these settings in games).
The whole level-up/upgrade system is replaced with a much more straight-forward Gunstore that appears after every mission. Same for finding upgrades to weapons and ammo inside buildings, this is now much easier done with clear upgrade-boxes spread across a building.
Players who enjoy sneaking and stealth will also be happy to learn that there are some improvements there. Sneaking up on someone will show you an action-circle and timer to let you know when the enemy is about to detect your presence. You can now also turn off lights and that will confuse enemies suddenly being in the dark, and you or your team can go in for a quick and silent kill.
Everything thats important to complete a mission now is also much more apparent in the game, and there are more guiding markers and general information bits all over the place. I also tried to declutter various events happening as much as possible (so dont show a dialog pop-up alongside a tutorial thingies while in the middle of battle!) Its hard to completely get rid of all overlapping things, but most of the time you wont be bombarded with information all at once.
Besides that there are so many improvements all over the place, including a couple of new items that should be interesting on your missions (and a LOT more are coming, dont worry) and just a general nicer handling of the game itself. I even improved the level-editor while Im still not even sure that will remain in the game when it finally releases!?
Im really confident about this demo, and I hope you enjoy playing it! Dont forget to drop by on Discord to talk about the game, give your feedback, pitch in some cool ideas, and perhaps make it into the credits of the game
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
- fixed: risk-taking setting on Team-Generator got stuck on 0%
- fixed: editor removing doors keeps creating a door underneath it
- fixed: detonator task now playable with mouse
- fixed: swipe card task now playable with mouse
- fixed: camera-zoom near map-edges hides the action
- fixed: using mouse on back in gamepad setup would select button change
- fixed: level-editor blockades dont stop FOV/light
- fixed: shooting lights has no effect on the light in the area
- fixed: AI detection bug (through the walls)
- fixed: mod DNA need 1, isnt reset
- fixed: speech-dialogs moving off screen on the sides
- fixed: when leaving a building, squad can be all over the place in positions
- fixed: zoom issues on take-downs near map edge
- fixed: security cameras are not slowed down on world-slowmotion
- fixed: sometimes theres a mission-door missing on the street (or not activated)
- fixed: if player uses (A) to open a chest or turn off/on stuff, Squad shouldnt operate the door (A) is being handled already!
- fixed: Intelligence not being gathered once action/danger is gone
- fixed: hud-blood spatters (hit indication) barely noticeable
- fixed: notebook hand on right covers text slightly
- fixed: dont have tutorials show up if danger is too high
- fixed: there was a fire-barrel covering the tutorial badguy
- fixed: exit circle not positioned close enough to door
- added: Random button on soldier-generator screen
- added: First Boss fight
- added: Take Down notice when taking down a mission-target
- added: more punch to grenades (=doing more damage to surrounding enemies)
- added: danger-markers (for bikers,bosses, and other dangers)
- added: Oozed-up spike-enemy
- added: sound to upgrade ring for squad
- added: information to sneaking-tutorial to make it more clear to player
- added: Switching off lights will confuse enemies for a bit and keep them at one spot
- added: Thumbnails to characterselect showing abilities in action
- added: Sound-icons when unseen enemies make a sound (in other room, behind doors, etc)
- added: bunch of user-friendly improvements to the level-editor
- added: Gun-shop and Merchant (inbetween missions, on the street)
- added: Buyable items
- added: Gun-shop level/area
- added: Item: Oozed Silencer
- added: Improvements to mission-result screen
- added: heartbeat and take-down focus circle underneath enemies
- added: Extra radio voice: Stijn
- added: warning about security cameras on first encounter
- added: Instruction pop-ups for first-time a mission appears in the game
- added: Random team will now spread skill based for bigger variety in team members
- added: a SQUAD UPGRADED effect to members upgrading skills
- added: various tutorial instructions
- added: Item Master key
- added: Give NPCs with something to say a highlight circle
- added: gave the Gunshop attention beams to stand out more
- added: heartbeat/sneak effect to the tutorial badguy
- added: Item Hearing-Aid
- changed: path-markers now rendered outside the light-system (so not covered in shades)
- changed: GO arrows above doors will appear below if door is above camera view
- changed: gave soldier-creator properties descriptions instead of numbers
- changed: improved Bionicas dodge move (no melee weapon forced, shorter usage and faster revive)
- changed: Pickups can be picked-up mid-bounce (feels smoother for gameplay)
- changed: Melee weapons degrade when used (not just when hitting things)
- changed: made certain level areas bigger
- changed: weapon-crates now give weapons+special items (not ammo)
- changed: Powergenerator now only works if you got Nightvision item
- changed: soft limit on amount of enemy spawns when more than enough enemies on screen
- changed: first HQ entry, make player move to general not to Team-generator
- changed: removed mission-result screen (had no purpose + added confusion)
- changed: various engine optimizations
- changed: Various map improvements with layout and placements/flow
- changed: Flashbang sound
- changed: Improved character select screen
- changed: Default clone settings are now random as default
- changed: sound for Triple-gun
Another month, and time for a new and improved demo of Regulator City. Based on a lot of feedback from, well, everywhere and everyone, this demo is mostly a quality improvement demo, and not so many new features.. well.. maybe one or two!
https://store.steampowered.com/app/1892750/Regulator_City/
As with the last demo, most of my attention has been put into making the game more user-friendly and clear in what the player has to do. One main piece of the puzzle is markers that guide you to certain key-locations. So if you push a button that opens a door, but you have no idea where the door is or what is happening, then you will notice bright orange markers leading you from the button to the door that just opened.
Same with the extraction point, once you completed a mission. Many people told me they got lost on that part, so there is no a clear path towards the exit of the map.
I also modified the way the upgrade system works, this is phase one, there are a few more tweaks I have in mind, but this should already make it much more interesting to go for those sneaky kills and grab more cash to upgrade your gear. You can now spend 3 credits on the upgrade screen, which will allow you to either grab a bunch of grenades, or go for that fancy armor, or both!?
Full changes list:
- added: SKIP animation code (hold button)
- added: Squad clone device in HQ
- added: Extraction guidance path
- added: Controller/mouse+keyboard instructions on startscreen
- added: goal markers for doors needing button pushes
- added: Team-recruitment at start of the game (customise skillsets)
- added: Pop-up words for special events (Skree, Whack, etc)
- fixed: keyboard-setup in tutorial doesn't fit some key-names
- fixed: left hand in meteorite animation not showing
- fixed: flares rendered on top of tasks
- fixed: Squad members not going in for the kill on dizzy-enemies (ie: after flashbang)
- changed: tutorial now a solo-mission (squad comes after that)
- changed: improved look and usage of bombs
- changed: Keypad-task now operational with Mouse controls
- changed: Improved early HQ flow and added more mission-goal markers to guide the player
- changed: more prominent shades to identify enemies
- changed: Level-up now gives X amount of credits to spend (can grab multiple gear at once)
- changed: lowered default audio volume settings
- changed: made Start/Settings options also clickable by mouse
- changed: Graphic settings now show all options + fullscreen all the time
- changed: gave enemies brighter bodies
- changed: gave enemies bigger (and brigther) heads
- changed: renamed danger/safe meter to "detected"
- changed: debris vanishes more quickly
Almost a month after the last demo, I bring you a brand new demo with the main focus of "onboarding players" and making sure things are more clear and obvious to especially newer players.
I'm slowly building a roadmap towards a release, and with this demo the main focus was on creating a better experience for players which also makes the demo more usable for Streamers to showcase the game. So in the coming weeks/months I will be able to contact various streamers and see if they are interested in taking it for a spin.
Regulator City will also be part of various events and things requiring a good demo, so I'm REALLY happy I got this out the door!
A large amount of work has also been put into tweaking and perfecting the interaction with your Squad mates and also the enemies. It's a big improvement over the last demo, so make sure to check it out! (And don't forget to Wishlist the game)
https://store.steampowered.com/app/1892750/Regulator_City/
In this weeks video I also played the game a bit and gave some more background information on the various tweaks and changes made to improve the experience for new and returning players:
[previewyoutube=CYKgufkGvjs;full][/previewyoutube]
Full changes list:
added: Infobubbles to "loud devices"(washingmachine, audio, etc)
added: Energy drink effects now shown in speech-bubble
added: "generating city" to pre-game loader (indicating it's a unique city every game)
added: Noise-generating devices will have a limited "noise" time (washingmachine, music, etc)
added: security alarm lights and sounds
added: post-tutorial animation
changed: Lime-green interface to Orange interface (removes the idea of being xbox focussed)
changed: Squad AI tweaks
changed: Disabled AI settings for now
changed: Powered up ability promped replaced with speech bubble
changed: removed empty-weapon being thrown away (creates confusion)
changed: Grenade-launch replaced with grenades in inventory
changed: Ammo boxes now also drop grenade/flashbangs,etc
changed: secret-area walls now operate same as dataretrievel/vaults
changed: added an appear-delay to the upgrade screen
changed: out-screen spawns now make a "drop noise" so player can identify them
fixed: show settings more prominent on start screen
fixed: Made more apparent which characters are still locked
fixed: Sneak-instructions in tutorial now more clear
fixed: removed "distractions" from tutorial level (enemies spawning, pickups, etc)
fixed: Made some dialog-action-buttons more present/connected to dialog
fixed: open-door floor tiles looking like voids (blackness)
fixed: enemies shooting and showing ooze when in hidden rooms
fixed: oozebits spawning in level-void
fixed: issues with data-recovery events and vault-cracking
fixed: certain damage being done through walls
fixed: improved enemy rope-spawns
fixed: enemy alerted by player, just stands there if very close to player
fixed: player starting with X amount of XP already collected before anything done
fixed: improved enemy response to "danger" (like bombs, grenades, etc)
fixed: bug with Camera not highlighting it's target areas
fixed: enemies will now try to attack the team-member that shot him
fixed: Camera's were still detecting morphed players
fixed: City-building layouts are now better randomized per-block
fixed: Enemy taunts causing frame-drops
Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.
There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!
This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)
So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/
Hey guys! Just wanted to do a quick update for all the followers/wish listers and future regulators!
I'm currently working hard on getting a whole fresh new demo up and ready for you to sample, the last demo is from January, and the game has gone through a LOT of improvements and changes that it will feel like the last demo was just a 24 hour game jam version ( it wasn't ! .. but it will feel like that.. maybe! )
The new demo will focus on the new playable character: Wreckingball! His dodge move and special ability are now pretty much done, and I'd love to get feedback from players on the feel of it all. Personally I love him so much, that I've been playing with him exclusively since getting it all done!
A lot of development time has gone into all the juicy stuff, we now have headshots, more gear to unlock, a better gameplay flow, and just in general a much better game as a result!
I also reintroduced the stealth gameplay mechanics! So sneaking up on enemies, choking them, and moving on, will be a big part of the game ( IF you like to play it like that ). Hiding from camera's, disabling camera's, using new gear to scramble camera's.. you'll have to come up with a lot more tactics to complete missions ! ( of course, get a good grenade launcher or machine gun or UZI, and shooting your way out of a building is still an option ! )
Further more I'm now finalizing the various things to make the game more user friendly. From settings to having a little tutorial level to explain the controls and how to sneak up on enemies. Again something I hope to get some feedback on from you guys once I get this demo out!
So don't forget to follow and/or wishlist the game's development on here
https://store.steampowered.com/app/1892750/Regulator_City/
and come hang out on discord.gg/orangepixel to join a friendly group of peeps excited by the Orangepixel Universe!
Weekly videos still dropping on : YouTube !
Welcome to 2023, the year that Regulator City should officially launch! Luckily for me I still have 12 months to accomplish that!
I wanted to drop another fresh demo for you guys to sample, it's still far from done, it comes with silly and weird bugs, and not all features are fully completed, but I think you'll enjoy the game and it should provide you with a good enough sample to WISHLIST THE GAME!
Make sure to come hang out on the discord.gg/orangepixel as I will be moving towards more closed private demos soon, and I will need testers!
I have an extremely long list of changes and things done to this version of the game, but all you need to know is that it's more stable then the previous version, more feature packed, and even closer to something resembling a completed game.. so grab the demo and drop me some feedback on Discord or where ever!
Full changes list:
- added: Bomb detonation task now has a proper-order to it (simon says)
- added: "kill targets" now show a red arrow above head
- added: generic-soldier avatar profile pic
- added: generals need unlocking / not available in demo
- added: keycards/doors can now be grouped and multiple spawn points set in level editor
- added: improved mission-progress icons
- added: Flashbangs
- added: Proximity bombs
- added: beatbox
- added: Enemies can now open doors and come towards the noise in other rooms
- added: beatbox now explodes after X ticks
- added: sound-specialFX to show things are making noise
- added: tiny bounce to time ticking down
- added: level-editor can now select mission and flipped level state for testing
- added: Power-off time-left now shown in HUD
- added: GO sign in streets when moving wrong direction from car
- added: Money-level-up meter and system
- added: green ammo-crates now show they are "emptied"
- added: wrong alarm code spawns enemies near you
- added: item - Armor
- added: item - Trash can lid
- added: "Ammo full" notification when trying to pickup ammo
- added: melee weapons will get more item-drops from enemies
- added: Enemies drop Ooze drops
- changed: pickups now float toward player when picked up (more clear you grabbed it)
- changed: tiny tweaks to make enemies stand out more
- changed: enemies will be "idle" until player nears them - improves visibility and awareness for player
- changed: removed progress popup (in favor of new mission icons in hud)
- changed: improved randomness of mission-spread cross a street/block
- changed: tighter limits on mission-goal count (X dynamite, X intel)
- changed: less texture/detail on floors, clearing up some of the visual mess
- changed: removed medikits from HUD (inventory item now)
- changed: Enemies now have solids (blocking from overlapping each other)
- changed: squad will be more aware of security cameras
- changed: level-editor will now properly load correct (last edited) template after play-mode
- changed: automatic doors have a delay before closing again
- changed: mod-HP is halved change into "shots do double damage"
- changed: Nightvision goggles will have to be selected from inventory to activate
- changed: moved quit-game dialogs to new interface design
- changed: melee weapons slightly more powerful
- changed: Alien Ooze mission modifier now doubles-Ooze
- changed: Ooze-drops fill up your power-bar
- changed: melee weapons make enemies drop more pickups
- changed: status-bars light up when Ooze or Money is grabbed
- fixed: lasers should be turned off if no power
- fixed: night-vision should turn OFF on street view
- fixed: all squad members died, but revived back on the street (walking around with fallen bodies)
- fixed: squad often points gun to top-left corner of screen
- fixed: crates on street behind a tree are not solid
- fixed: van moving from left dumps players on the right - should be on the left (behind the van)
- fixed: adding multiple same items to inventory only keeps one
- fixed: enemies aren't attracted by loudnoise triggers
- fixed: hostage can run himself into a corner
- fixed: level-editor: floor tiles only show flat-color, not the design/print
- fixed: sound-speaker won't turn off (stop animating+shooting sound waves)
- fixed: turning lamp on/off changes visuals on the lamp
- fixed: mission targets shouldn't be in hidden-area's
- fixed: enemy-dropins from ropes would happen in unvisited rooms
- fixed: HQ sometimes has missions
- fixed: off-screen enemies make too much noise
- fixed: Enemies open doors randomly it seems
- fixed: approaching streets from left messes up mission-numbers
- fixed: Automatic doors don't block correctly when power is off
- fixed: walking into objects from left to right has some weird collision bug going on
- fixed: pickup items are pushed by enemy-collisionboxes
- fixed: gamepad power-button shows wrong button-name (B instead of X)
- fixed: some level-bugs
- fixed: some squad-AI edge cases
- fixed: wrongly disabling detonator - explodes way too quickly
- fixed: render bug above breakable walls
Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!
It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".
Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?
A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!
https://store.steampowered.com/app/2124790/Sir_Questionnaire
A fresh new public demo! This is to welcome people coming over from the Indie Live Expo 2022 that Regulator City is participating in. Check out the demo, its still a heavy work in progress, but it does show you where this game is moving towards and its only getting better from here !
For existing demo players, this version comes with such a long list of changes, I dont expect anybody to read through it, but trust me, its a good list from a development point of view. A lot of changes, fixes, improvements and new content all over the place. I also changed some of the level maps, giving them a better flow and more interesting tactical wise. Ill continue tweaking these things and of course Ill be adding new maps to play on (there are already one or two new ones in this version).
Make sure to wishlist the game, and also come hang out on the Discord: discord.gg/orangepixel where eventually we will be moving to private betas/demos closer to release!
https://store.steampowered.com/app/1892750/Regulator_City/
One or two of the bigger changes are featured in my latest devlog video, so if you want to hear me explain some thought process on these things AND show the creation of a couple of NPC avatar pictures, then this is the video to watch:
[previewyoutube=tuBdlVRjvdE;full][/previewyoutube]
Full changes list:
- added: Time-limit variations on missions
- added: better HUD design for timelimit (also on detonations)
- added: one-time missions will be striked-through on failure
- added: Park areas are now darker, with light coming through trees
- added: More grunts to enemies which are attacking
- added:fallen squad members now dont move in/out buildings anymore
- added: single-floor-tile editing to level editor
- added: mission-type icon to interface (top right corner)
- added: grass floors
- added: vending machine should only give X amount of cans and these should restore HP
- added: halved-HP missions should restore that taken hp after a mission
- added: extra triggers for squad members to respond to and behave on
- added: statusbar for fallen squad members now blink
- added: a marker floor area to be used infront of operational computers like in HQ
- added: NPC avatars to dialogs
- added: ammo-handling now done per-weapon type
- added: Disabled power will be automatically reset after X amount of seconds
- added: Nightvision goggles for power-less mode
- added: escorting hostage will now have more enemy spawns
- changed: mission-variations now more random (better randomness)
- changed: keycards only picked up by player (less confusion to the player)
- changed: improved first park area
- changed: updated first Park area to look much better now
- changed: after completed mission you first go back to HQ instead of citymap
- changed: your squad team now build out of non-main characters (clones)
- changed: only show human-player HUD
- changed: Only human players appear in HQ
- changed: disabled using HP on squad members (they are now fragmeat)
- changed: slowed down bouncy arrow in city view
- changed: small fixes to HUD
- changed: new interface designs
- changed: some weapons wont be dropped by enemies
- changed: improved feeling on melee-hits and punches
- changed: disabled auto-snap on gamepad aiming
- changed: melee weapons now have a limited-use (except Knife)
- changed: weapon Knife is always restored as alt-weapon if no alt-weapon is there
- changed: item-drops on enemies now random (not ammo/dna only)
- changed: hostage cant be killed (we had no control over the outcome)
- changed: mission progress info rendered smaller, and added sound
- fixed: failing mission with 2 soldiers doesnt reset 4 team members on retry
- fixed: bullets colliding seem blocked by furniture
- fixed: gamepad aiming was a bit off
- fixed: melee-enemies can still swing when Morphed
- fixed: security-camera danger-zones arent stopping the squad from moving
- fixed: shade of squad members who fell turn green
- fixed: npc dialog text not properly centered (more room on left side)
- fixed: extreme pathfinding slow down bug
- fixed: returning to street doesnt reset No-Dodge modification
- fixed: Dodge move delay/duration overlapping issues
- fixed: bullets moving slowpaced and only horizontally (when hit a wall vertically)
- fixed: safe-cracking task arrow rendering bug
- fixed: issues with blasting walls
- fixed: trees block bullets on their visual-properties, not their collision box
- fixed: some items are placed inside walls
- fixed: hostage can run through closed keycard door
- fixed: tasks sometimes dont get activated
- fixed: circle for HQ computer is wrongly positioned when flipped
- fixed: enemies still spot players in dark (no power mode)
- fixed: energy not increased from dispensor drinks
- fixed: modifier with 1DNA for abilities doesnt work
- fixed: improved mission modifiers randomness
- fixed: inventory items (keycard) sometimes gets added 30+ times
- fixed: exit-hotspot on vertical door on right is a bit off
- fixed: possibly close garage-door when mission is done
- fixed: picking up ammo should go to weapon-slot if walking with melee weapon
- fixed: entry door should be disabled and not function as exit-door when proper-exit is there
A brand new demo is now available! The previous demo was a build, many , many centuries old.. or at least that's how it feels! The game has seen improvements on all fronts, and even tho this is far from stable, and far from finished, you should have a pretty good time taking on some of the missions!
The purpose of this demo is to give a good new sample of what I'm trying to create here, there will be bugs! there will be issues! there will be things that get tweaked and changed over time, but it IS a good indication of what the final game will be (just that it will be more, bigger and better).
I uploaded a new video talking about the dodge moves, city map changes, mission structure, etc, over to youtube, which you can check out here:
[previewyoutube=_ryzFzMXe5s;full][/previewyoutube]
A shorter version, mostly just the gameplay stuff, can be seen on the Regulator City Steam page ("Dodge moves").
The game is now fully back on track, after a few months where I was simply struggling with some of the parts in the gameplay. Things simply weren't matching up! And sometimes that happens when creating games.. it's not as easy as people might think ;)
Some key changes now put the game in a great state, and new ideas are flowing again. Take the demo for a spin, and see the possibilities of what this game will/can become in a few months from now, and don't forget to WISHLIST it !
Join Discord.gg/Orangepixel to talk about the game and share your thoughts and ideas for a chance of getting your name in the credits !
important: Don't forget to wishlist the game!
So many things are currently happening to the game, that it's hard keeping up with these little update posts! Last few weeks it felt like a lot of the features finally all came together: The problems I had with the mission-select screen are now all fixed and the whole game-flow is amazing. The gameplay it self has undergone a bunch of tiny tweaks that make the game just a lot smoother and nicer to play; Things like having a little "push back" on enemies when they get hit by bullets, but also big things like adding "dodge" moves to every character!
Let's start with the new way the mission map works, I've been struggling with the whole concept of it for months now, trying various features, then removing those features, trying other features, but ! - after a good talk in the discord.gg/orangepixel the idea was to use the Street view as actual mission-select screen. So instead of having every building selectable, we now only select the center building of a block, and when we enter that, the street view will contain three mission buildings/doors that you can tackle in any order you like, and you can back out of a mission, and return to the street and from there you can even return to the mission-map by getting back in your car!
It all just makes more sense, gives more meaning to the street-level, makes the city-map interface a lot cleaner and easier to navigate.. and pretty much just improves all of it!
Next thing, and this also came from the discord! is adding dodge-moves to the characters. These will be different for each character and most will come with a little up and down side to things. Right now the v0.0.34 build has three dodge moves build in:
Morph - will do a quick dash move. While dashing you'll be invulnerable
Cruse - will do a tiny "circle of fists" as they block bullets and enemies, and deal a little damage. It does take a little longer to refuel that move compared to Morph
Bionica - does a little ghost/invisibility trick, making you invulnerable during that time, but you also can't shoot!
The other two characters will also get their own dodge ability, and it will require a little bit of tweaking to make sure it is all balanced out, but it certainly enhances the game!
What doesn't enhance the game, but just looks freakin' cool, is the new night time.
Still figuring out when/how to use it, but we'll probably have some missions that need to be played in night-time, and that might just host a few changes to the gameplay -- because we all know: monsters come out at night.. !
The game is now in a really nice solid state (as far as development builds go) and I'm also confident that I can start working on a public demo version which will be stable enough for people to play around with and get a sense of the game. So that will be one of my main missions for the next few weeks: make it a stable build and do some sort of public demo or beta test phase thing..!
Full changes list:
- fixed: progress mission count is a mess (code wise) clean it up and make it simpler
- fixed: Got park, but park-area has no missions!
- fixed: exit-door now doesn't trigger on mission-complete status (just exits to street)
- fixed: pickups don't "float" up anymore
- fixed: cars appearing on top of trees
- fixed: wall-texture bug near doors (no room id's)
- fixed: fire from barrels/debris appears behind object
- fixed: remote-doors showing message even if they are opened\
- fixed: only make "hurt" sound when not invulnerable/invisible
- added: street level can now be entered from the left
- added: more punch to hitting/slashing enemies
- added: mission-marker graffiti on the road
- added: squad should "regroup" when mission is accomplished and exit opens up
- added: Street view now has multiple doors to the various missions in a block
- added: improved smashing/hit effect on enemies
- added: kickback to enemies being shot (acts as visual hit confirmation)
- added: Anarchy logo on completed doors/mission in street
- added: Night-time
- added: Dodge moves for Morph and Cruse
- added: Dodge move for Bionica
- changed: full streamlining of the city-map and mission selection system
- changed: removed Abort command (can now walk back into the street)
Time for another update, as we are a few internal build versions later than the last update I posted about. Many things have changed in all aspects of the game, for a large part becauseI've been struggling with Regulator City, and if you want to know more about that struggle then please check out last weeks video: [previewyoutube=Vkbt1TOG4Pg;full][/previewyoutube] I've been slowly trying to fix the issues I'm having with the game, even tho I'm not exactly clear on what those issues were! A large part was some sort of creative block I guess, and I needed to change a few things in the game's design in order to fix that creative block. When you do open-development like I do, with almost weekly videos and talking about things in the discord, a lot of people have certain ideas and expectations of the game (mostly without actually playing the game) which can be a great asset for a solo game developer: you get to tap out of a large pool of ideas and suggestions. BUT - and yeah, there's a but: it can also be a terrible thing as you're pretty much trying to keep everyone interested in the game and don't want to let down people's expectations.. which of course will happen! For me this meant that I was trying to do too much in a single game. Many people have seen this game as being a strategic/tactical game, where you give commands to your team and then they go in and do exactly what you told them to do.... which is great, but I was personally going for something a little different! My main goal was creating a "cool action game" where you are part of a team that moves and operates as a single entity, and you might be the leader, but your team will mostly operate around you on their own. And that's what a large portion of development time went into: creating Squad AI that behaves in a cool way. Now THAT game is the one I've been making, and may of the other ideas and suggestions are based on more slow-paced strategic games, which are great games and ideas, but NOT the game I was trying to make. So it somewhat started to affect my game development process a bit, where I was trying to add all these things and make sure people wouldn't get disappointed by the result.. meaning I was making a monster game that was a little bit of everything, but nothing specific. I decided to turn things around and get some focus back on what my goal was. This means a few things that the current Patreon build has: "Dumbed down" enemies - their movement pattern and attacks are now more predictable, making it a lot more fun as a player to take them down "Declutter" the screen - less garbage pixels (icons which aren't needed, less debris particles, less effects, etc). This makes things clearer at all times and doesn't make you get lost in the action. "Declutter" the flow - less pop-up dialogs, replacing the "searching for items" with just seeing the item and being able to grab it, and other such game-design tweaks. Cleared up gamedesign - mostly for myself I had to get certain design directions more clearly on paper. So that I know what I'm working towards and regain focus on the important things that need to be added. So for all Patron's, grab the latest copy and check out some of those improvements. The difficulty balance is pretty far off the mark right now - so take things easy and slow, or you'll die on the first level! I will start tweaking those things soon enough! There will also be a new Steam demo coming soon, once I get things back on track with the game! So stay tuned for that Full changes list of v0.30,31 and 32:
- fixed: crash bug loading wrong template
- fixed: render-blitch on some vertical cars
- fixed: breach-door crash in HQ
- fixed: city map remembers previous games when starting a new game
- fixed: mission in cityview go from 1->2->4 ?
- fixed: Squad car always does 1 hp damage to leader when getting out
- fixed: camera-focus only if spot isn't already on screen
- fixed: mouse-aiming still off few pixels from target
- fixed: throwing bomb/molotov also dumps the bomb/molotiv as "emptied weapon"
- fixed: door not breachable by other team-member on players command
- fixed: squad shouldn't trigger tasks when player in (close)combat
- fixed: player can grab 2 enemies at once
- added: more soundeffects to events
- added: HP-bars above target enemies
- added: show Avatar face on Task screen - showing who is activating it
- added: "inversed - automatic door" so that 1 button closes 1 door, and opens another (fun level design)
- added: push-buttons/doors need power to work
- added: new enemy AI code, more "stable" and less "random feeling"
- added: Oozed-up enemies with special abilities
- added: close-combat taking down enemies
- added: squad will now pick up weapons that player ignored
- changed: disabled manual building-unlocking (for now)
- changed: Keycards are no longer hidden, more visual, improves gameplay
- changed: ammo drops are more visual and happen more often
- changed: ammo-bar in hud more visual/bigger
- changed: Task interface improvements and smaller instruction text
- changed: removed the Breach and Open door commands from the options - now just auto picks what's needed/useful
- changed: show left/right turn icons on the VAult taks buttons (and only unlock if turned the right direction)
- change: Rewrite of enemy-AI
- change: team-AI by default same for every general (more aggressive settings)
- changed: show medi-kit in statusbar when squad member is down (game icon isnt'clear enough)
- changed: removed hand-gestures (clutter)
- changed: removed bullets - replaced with a single ammo box (clutter)
- changed: dead bodies are darker/less visible (clutter)
- changed: removed various debris and effects (clutter)
We are moving in the right direction gameplay wise! Based on demo feedback, and also knowing that certain things needed work, Ive been tinkering with the game in recent weeks and have been slowly making big changes and decisions to the whole map-view and progression system.
The game now takes a more traditional approach to the city-view, which honestly fixes a lot of situations and design problems that I was running into with the more fancy stuff I was trying to do! Also I cant keep wasting time on that mission screen because after all.. its just a mission screen! With the new mission structure in place, it also became easier and clearer to balance the whole difficulty regarding your opponents and the missions.
Early missions will pose an easier challenge, with less enemies, weaker enemies and it allows you to learn the game more and get into the groove of leading your team!
I also decided to put all dialogs on a pause mode, where originally the dialogs would just turn the game into a slow-motion mode.. which is cool and all, but for most players, its just going to be annoying! So lessons learned from previous games should not be discarded in future games!
A few new maps added to the game, and the game will also flip/mirror levels at random.. and even if you know a building very well, playing it in a mirrored version will surely keep you on your toes!
With so many changes to the game, I decided to also push out a new version of the demo to Steam, and have it up for a few weeks longer.. so if you want to try out all these changes, grab the latest version of the demo and have a play! I also made a fun video talking about these changes, while at the same time trying to see if it would run on an iiRcade cabinet.. Check it here:
[previewyoutube=Pv43m5l_oBQ;full][/previewyoutube]
Full changes list:
- added: Error need codes dialog to keypad task
- added: bomb-throwing enemies
- added: maps will now be randomly mirrored
- added: player can now pickup+use dropped bombs+mtovcocktaisl
- added: citymap structure and level progression system
- added: enemy spawns are easier/less based on level progression
- added:water-stream now also pushes enemies around
- added: weapon-pickups show item-name
- added: security-code post-it added to security panel (once found)
- added: wall-switch to turn power-off/on on floor electricity areas
- tweak: complete overhaul of city-map and its workings (more progres/mission based)
- tweak: improved visuals on enemies
- tweak: molotov throwing enemies now also in-doors
- tweak: roof-entrance was barely used
- tweak: Hostages now use proper pathfinding (not just player-shadow)
- tweak: electronic door opening should be faster (or lock camera shorter delay is too long to remain fun)
- tweak: level-flipped state tied to citymap building
- tweak: citymap visability improvements
- tweak: weapon-pickups shouldnt be automatic
- tweak: chapter-name is gone (became useless)
- tweak: all dialogs have a user-prompt to replace automatic-vanishing
- tweak: improved safe-crack task gameplay
- tweak: redesign maps for HQ split up into different levels for different functionality
- tweak: regroup command always goes first (including activated tasks/operations)
- tweak: keycards are now more randomly spread (not top-left corner furniture)
- fixed: player-shade sometimes stays in blood-shape
- fixed: floor-bug in industrial level
- fixed: items found in furniture dont count as pick-up
- fixed: vault-missions not happening
- fixed: intel guy is waiting for all (AI) players to stop-moving only check human players
- fixed: floor-electricity should block AI more
- fixed: flipped levels lose their left-most wall
- fixed: take down mission on empty buildings
- fixed: floor-electricity should not be placed near doors
- fixed: exitX and exitY sometimes set to 0 (causes issues even tho there is an exit door)
- fixed: mapview path, should keep track of previous mission (and only split up from MAIN missions, not sub missions)
- fixed: cityview should start on sub-mission or HQ.. now starts on thin air
- fixed: various annoyances with researching-items/furniture
- fixed: cracked safe 0/1 should be 1/1
- fixed: wall-switch can be used from backside of the wall
- fixed: hostage makes more logic choices, stays closer to player, and moves to exit when possible
Steam Next Fest Demo
It's coming! A publicly playable demo, as part of the Steam Next Fest, and even tho the game still has a long way to go I do think the core mechanics are there and a starting amount of content is there to experience (and hopefully see) the potential of the game. So few more weeks! We are a few versions further since the last update, and that also means a lot has been done! The latest devlog talks about some cool new "mini tasks" added to the game, which really enhance the gameplay! [previewyoutube=PVKpgMzd8_4;full][/previewyoutube]
This weeks changes-list:
I skipped a few of these updates, so the list is fairly long this time just to have a complete overview for reference - skipping the various bug fixes (would triple the size of the list!)
- added: if all player-controlled characters die - end mission (Failure)
- tweak: moved skill-set AI to triggersystem (can now handle multiple at once)
- added: buffs and debuffs to building-placement
- added: effects of buffs and debuffs to game code
- added: game starts with placing HQ
- added: nightvision lights when power is cut off
- added: city-view cars can drive over pedestrians
- added: city-view pedestrians can start shooting at each other (based on how violent the city has become)
- added: countdown numbers to grenades
- added: countdown to C4
- added: if player enters tiny room with 1 door, AI should not follow (unless player inFight mode)
- added: Enemy groups running in when "interacting" with items
- added: health-bars above character when restoring HP/resting
- added: showing mission-progress in HUD
- added: Music loop when turning on music (record player)
- added: tiny effects to the city-view (construction debris, smoke, etc)
- added: setting to "Show AI marker"
- added: draw generic "scorched" debris things from metal+wood that can be used when ANY furniture explodes
- added: wall-mounted explosive items
- added: mission to "destroy building"
- added: mission-countdown (get to exit before it's done
- added: first "task" dialog (explosive placement)
- added: "push button" task (opens electronic doors)
- added: "data transfer" task
- added: "Safe cracking" task
- added: movement-bomb gadgets
- added: "Detonator" task
- added: when regrouped, and player holds.. move out from the group (if no danger)
- tweak: improved various settings/interface navigational thingies
- tweak: improved and changed the way interaction triggers work
- tweak: added bounce to activated cars
- tweak: city-overview interface improvements
- fixed: city-view now properly sorts stuff on screen
- tweak: AI more active moving into rooms when opening a door
- tweak: swapped "options" and "settings" naming
- tweak: small changes to enhance visiblity of player sprites
- tweak: replaced static menu-background with city-view
Join the community
You can follow and get more involved in the development of this game at the following places:
Discord
A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game! Join here: https://discord.gg/orangepixel
YouTube
I upload new videos every Thursday, documenting the games progress and talking about game design, development and business. Subscribe here: https://www.youtube.com/orangepixelmobile
Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head! @orangepascal
Character improvements
Two major changes this week: we now have proper character art (both in-game but also for banner and capsule creation and all that). The in-game characters pretty much got upgraded bodies, and more distinct bodies for each character based on the high-resolution character designs. This will make them really stand out as their own personalities, and next step will be to start adding those special super abilities for each one of them! The second major change is that the city-map and city-building aspects of the game have gotten huge improvements and finally are feeling like they belong in the game (instead of just "being" there, if you get what I mean). Of course the highlights are all talked about and shown in this weeks devlog: [previewyoutube=QLUlc9uN4hg;full][/previewyoutube]
This weeks changes-list:
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)
- added: character heads turn in direction they aim
- added: functionality and redesign of city-view screen (it now has purpose!)
- fixed: close-encounter zooming should only happen indoors (not on streets)
- fixed: positioning/visibility of pickup items on top of furniture
- change: created proper (distinct) bodies for main characters (based on marketing art)
- tweak: bullet speed of enemies
- tweak: more prominent hit-flash on enemies
Join the community
You can follow and get more involved in the development of this game at the following places:
Discord
A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game! Join here: https://discord.gg/orangepixel
YouTube
I upload new videos every Thursday, documenting the games progress and talking about game design, development and business. Subscribe here: https://www.youtube.com/orangepixelmobile
Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head! @orangepascal
Implementing Team work
Another week, and it was a PRODUCTIVE week! Fixing a bug in the AI code that made your team-members indifferent to dangerous grenades or other dangerous things like the newly implemented C4 explosions which will be used to break down some weak walls. This weeks DEVLOG goes into how your team will now perform certain tasks for you, which is where that whole team-work stuff comes into play. One team member will be your explosive expert, another one is used to gather intelligence at various devices, and we'll be introducing a lock-pick/safe-cracker expert pretty soon. [previewyoutube=AeNDuN2r8R4;full][/previewyoutube] You might also notice new art popping up around the page! It took some time to find the right person for this, but I teamed up with a great artist and the results are amazing!
This weeks changes-list:
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)
- added: pushbuttons + doors responding to those buttons
- added: C4-explosives as inventory items
- added: C4 used near weak-walls
- added: One squad member has C4 as part of standard inventory
- added: intelligence mission - if no desks/pcs found.. make one during level generation!
- added: show bubble-heads near screen-edges when team maters are far outside of screen
- added: allow placing invisible walls for blocking player movement - without it's messy during gameplay
- added: enemy popups to empty barrels
- tweak: moved "intelligence gathering" to new squad-with-item system. And only on specific desks/computers
- tweak: move safe-codes to "secret ability" for safe cracking system
- tweak: cleaned up HUD / statusbar
- tweak: not all garages hide enemies
- fixed: auto-matic doors block pathfinding (shouldn't!)
- fixed: intelligence should be placed in only "bottom" furniture
- fixed: "intel" mission spawns new enemies when ever you recover a piece of intel
- fixed: rope-spawns sometimes drop outside the walls
- fixed: danger-node for AI code never worked properly!
- fixed: grenades now properly create danger-zones around them
- fixed: transparency of furniture kicks in too early (when player is in front of it even)
- fixed: real big stuff shouldn't get destroyed (containers, machines, etc)
- fixed: item-bubble not rendered, and item rendered underneath squad member
- fixed: extreme-kills on enemies show wrong enemy heads (not a skull)
- fixed: remote doors don't animate correctly + make them open up slower
- fixed: C4 isn't always placed visibly
- fixed: tread-mill enemy spawns are pushed outside walls
- fixed: spawn-randomness is not correctly saved/loaded from editor
- fixed: switching level-templates cuts them smaller and smaller on every switch
- fixed: required-items are not placed if squad member is part of player's team (stay split up)
- fixed: electronic doors don't animate just vanish
- fixed: street-view often shows 1 squad member spawning on right side of street before getting out of car
- fixed: sometimes a room doesn't get set to visible at level-start (apartment level 3)
- fixed: bullet start position doesn't properly match up to the gun
- fixed: using a locked-door without keycard should show "need key card" dialog
Join the community
You can follow and get more involved in the development of this game at the following places:
Discord
A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game! Join here: https://discord.gg/orangepixel
YouTube
I upload new videos every Thursday, documenting the games progress and talking about game design, development and business. Subscribe here: https://www.youtube.com/orangepixelmobile
Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head! @orangepascal
Regulator City
Orangepixel
Orangepixel
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 22
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
https://www.orangepixel.net/regulatorcity
https://store.steampowered.com/app/1892750 
THE SITUATION
An Asteroid crashed in the city, and an Alien substance called the Ooze started seeping out of it. It was quickly discovered that the Ooze had great drug potential, and it had mutating powers to who-ever Oozes up on it.Gangs around the city have been using it to become stronger and more dangerous..
YOUR TEAM IS YOUR WEAPON
Besides a host of gadgets, weapon upgrades and handy tools to increase your chances of survival, you also lead a team of AI controlled trigger happy soldiers. Move as a single entity through various environments performing missions. They will help you take out enemies, and as they level-up learn abilities to breach doors, place C4, collect intelligence data, and become better at what they do: kill the mutated enemies.
Lead the pack from the front, or lay back a bit as they take out enemies, the most important thing: operate as a team and make sure you stay a live .. at all costs!
SUPER POWERS
The alien substance that crashed in the city doesn't just mutate gang members and various other city dwellers. It has also given you super abilities! Each playable character has a different set of Abilities and dodge moves to learn and use during your missions.
REGULATE THE CITY
Complete missions all over the city, from apartments to industrial area's, hospitals, banks, airfields and scrapyards! The city layout and missions are procedurally generated, within pre-designed interior maps. Giving the best of both rogue-likes and custom level-design gameplay.
Can you lead this squad to victory?
https://store.steampowered.com/app/1892750/Regulator_City/
- OS: Ubuntu 12 or newer
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 support
- Storage: 200 MB available space
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