▶
Dev Diary - 9/18/20 - Haulin' Oats
While I don't quite remember what I talked about last time, and I'm clearly being too lazy to look back at the last post, we'll just start with what has been going on since the last dev diary about the game. Code. Lots of code. A ton of code got re-written. The server API got upgraded and how it talks back to the game. Since I was balls-deep in the networking stuff, a lot of that had to change as it no longer worked as expected. A fair amount of The Dope Game's new networking stuff was pulled over too, as I had gotten farther along with that and the code was pretty recycle-able. The final font designs are now integrated into the game; thanks to Cindy at Cultivated Minds. This, naturally, led to redo a ton of graphics and assets for Steam. In turn, that led to replacing some text graphics with just text labels in the engine which will allow for easier localization (if and when) and accessibility. The main menu also got an upgrade. Originally I was trying to cram all the sub-menus into the yellow box at the top but was having a hard time really getting the networking stuff to fit correctly. This eventually led to the sub-menus spilling out onto the table around the game box. Like so...
This also lets the whole "table top board game" theme branch out with each sub-menu getting it's own design. The camera even pulls back up and out then settles on whatever sub-menu the player has opened. I think it looks a lot better than the old version. Any while they're not all set up yet, you can see the sub-menus for play, options, leaderboards, and credits in the screenshot above.
As tradition dictates, the game is being pushed back from October to a January release. Tentatively January 21st, 2021. There is a lot more polish and small things that I want to add so I figured I would need a more time. Plus it is good to avoid releasing during the holiday shit-storm that is Thanksgiving to X-Mas in the US.
That being said, I will probably push smaller yet more frequent updates much like how The Dope Game Remaster is being handled currently. At least after this large main menu overhaul is finished.
The game's demo will be available again during the Steam Game Festival in October. Originally I had assumed this demo would be the final one for release but, due to the game being pushed back to January, I think that's no longer the case. While there isn't really a new trailer for the game, the October SGF trailer is the last game festival trailer but with the game's final font design and updated release window. Well, that's it for now. There will be another update in two weeks time for both games and yet another closer to the Steam Game Festival in October! See you then!
[ 2020-09-18 20:35:01 CET ] [ Original post ]
Hey there! Welcome back to this week's development diary for Haulin' Oats. The last one was a solo-update about The Dope Game Remaster and this one, obviously, all about Haulin' Oats over the last few weeks.
All The New Things
While I don't quite remember what I talked about last time, and I'm clearly being too lazy to look back at the last post, we'll just start with what has been going on since the last dev diary about the game. Code. Lots of code. A ton of code got re-written. The server API got upgraded and how it talks back to the game. Since I was balls-deep in the networking stuff, a lot of that had to change as it no longer worked as expected. A fair amount of The Dope Game's new networking stuff was pulled over too, as I had gotten farther along with that and the code was pretty recycle-able. The final font designs are now integrated into the game; thanks to Cindy at Cultivated Minds. This, naturally, led to redo a ton of graphics and assets for Steam. In turn, that led to replacing some text graphics with just text labels in the engine which will allow for easier localization (if and when) and accessibility. The main menu also got an upgrade. Originally I was trying to cram all the sub-menus into the yellow box at the top but was having a hard time really getting the networking stuff to fit correctly. This eventually led to the sub-menus spilling out onto the table around the game box. Like so...
This also lets the whole "table top board game" theme branch out with each sub-menu getting it's own design. The camera even pulls back up and out then settles on whatever sub-menu the player has opened. I think it looks a lot better than the old version. Any while they're not all set up yet, you can see the sub-menus for play, options, leaderboards, and credits in the screenshot above.
Release Delay
As tradition dictates, the game is being pushed back from October to a January release. Tentatively January 21st, 2021. There is a lot more polish and small things that I want to add so I figured I would need a more time. Plus it is good to avoid releasing during the holiday shit-storm that is Thanksgiving to X-Mas in the US.
That being said, I will probably push smaller yet more frequent updates much like how The Dope Game Remaster is being handled currently. At least after this large main menu overhaul is finished.
Steam Game Festival
The game's demo will be available again during the Steam Game Festival in October. Originally I had assumed this demo would be the final one for release but, due to the game being pushed back to January, I think that's no longer the case. While there isn't really a new trailer for the game, the October SGF trailer is the last game festival trailer but with the game's final font design and updated release window. Well, that's it for now. There will be another update in two weeks time for both games and yet another closer to the Steam Game Festival in October! See you then!
[ 2020-09-18 20:35:01 CET ] [ Original post ]
Haulin' Oats
CoaguCo Industries
Developer
CoaguCo Industries
Publisher
Ready When Ready
Release
Game News Posts:
29
🎹🖱️Keyboard + Mouse
6 user reviews
(6 reviews)
Public Linux Depots:
- [494.36 M]
This is a game about truck driving, the US highways, and oatmeal. During your time as a truck driver for the Starkham Oatmeal company, you will be tasked with delivering crates of delicious oats to the local grocery store. The roads are fraught with dangers, as well as delights, so be sure to take along a trusty co-pilot and / or pet.
Arranged as a digital board game, you will encounter a wide variety of characters and obstacles ranging from drug cartels, bike gangs, random maniacs, pop stars, police, serial killers, and the few folk that aren't completely crazy. Make your way around the board and collect your wages every time you complete a delivery then return to the warehouse. Use it to buy spare parts for your truck, the favor of lot lizards, or sometimes bribe your way out of trouble.
When you start a game, each player will get to choose one of eight different drivers; with three locked by default. Each has two strengths and weaknesses, like bonuses to truck ramming checks or penalties to dealing with the law. Mix and match the different drivers with co-pilots and pets to get the upper hand against your opponents.
Just like the drivers, each co-pilot and pet has one different benefit and disadvantage. If you get a bad Incident card draw, you might just accidentally leave 'em at a truck stop somewhere for an opponent to scoop up. If none suit your play style, you can choose to play without one if you want.
Special guest characters (drivers, co-pilots, and pets) can be unlocked through different quests or by doing certain things a bunch.
Old friends from our previous games make an appearance as well. One cannot go through Starkham without seeing familiar faces like Bill Finnigan or Aloysius. They are sometimes found in Encounter or Incident decks. Depending on who you find, they may have a mission for you or an item to barter.
There are a lot of other characters as well. Scattered throughout the Incident, Encounter, and Resource decks various characters await you, either to rob you blind or give you mini-quests to complete. Heck, some might just need something as simple as a ride down the highway a bit or a wee bit of your money.
A quick and dirty list of features, for those of you who like bullet-lists:
- Music by Azucar (One Way To Die, Raise Your Own Clone) and El Castor
- All hand-drawn art
- 36 squares all filled with adventure
- 8 different drivers, 8 different co-pilots, and, of course, 8 different pets (including special guests)
- 75 different cards per Encounter, Incident, and Resources deck
- Play with others in online or LAN multiplayer
- The usual breakdown of statistics and leaderboards to measure yourself against
- Achievements that actually unlock stuff
Whether your driving record is spotless or you've played one of our games before, get some quicker in-game unlocks with the Mileage Club! For each of our previous games that you've owned or played (demo, family share, or free weekend), you will unlock guest characters or table accoutrements.
Haven't done so or don't got 'em? Don't worry, you can get all the same characters and bonuses by just playing the game. And with a little elbow grease.
MINIMAL SETUP
- OS: Ubuntu 16.04 LTS or higherMemory: 2 GB RAMGraphics: Any supporting OpenGL 2.1Storage: 1 GB available spaceSound Card: Only if you like sound
- Memory: 2 GB RAM
- Graphics: Any supporting OpenGL 2.1
- Storage: 1 GB available space
- OS: Ubuntu 18.04 LTS or higherMemory: 4 GB RAMGraphics: Any supporting OpenGL 3.3Network: Broadband Internet connectionStorage: 1 GB available spaceSound Card: Only if you like sound
- Memory: 4 GB RAM
- Graphics: Any supporting OpenGL 3.3Network: Broadband Internet connection
- Storage: 1 GB available space
GAMEBILLET
[ 6132 ]
GAMERSGATE
[ 2625 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB