Author Topic: Streets of Rogue (now at Alpha 37) $  (Read 2547 times)

getter77

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Re: Streets of Rogue (now at Alpha 30 Character Creation) $
« Reply #15 on: July 27, 2017, 10:28:47 PM »
Alpha 30 Character Creation

Quote
Yeaaaa, that's right, it's FINALLY possible to create your very own characters! Just click on the bottom slots in the Character Select screen to get started!

This is still very much a work in progress, so there are a few caveats:
- Saved characters may be deleted next build (August 10)
- Unlocks are disabled while playing as user-created characters.. for now.
- User-created characters do not work in multiplayer mode.
- Many abilities and traits are not available right now.
- Point values were added very hastily and might end up getting changed a lot. Not a whole lot of balancing has been done.

There's also a new Fortnight Discussion up right now:
What is the final challenge/boss/whatever?

Alpha 30
New Feature
Character Creation

Graphics
Zombies have correct eye sprite after being arrested and killed

UI / Controls
Fix for NPC icons remaining on the minimap after they are transformed into Zombies
In 2-player local coop, switched color of split-screen transition effect from white to black so that it would appear less jarring
Players can now rebind many controls that were not available for rebinding before
Controller rebinding can be done from the initial setup screen before the game begins for the first time

Items
Fix for thrown items sometimes dropping beneath the player instead of actually being thrown

Status Effects / Traits / Special Abilities
Jock no longer loses 5 Health when using his Charge ability
Fix for error occurring when Jock landed on the ground after charging into a wall, preventing sound effect
Flesh Feast cannot be used on Killer Robot
Player cannot receive “Big Bullets” when they are unable to use guns
Player cannot receive “Durabilitacious” when they are unable to use melee weapons
Zombies are seen as “Guilty” by Cops

Gameplay
Fix for players not falling into holes if they were running at extremely high speeds due to “I’m Outtie”

Missions
Can no longer receive missions where you need to kill someone of the same class when you have the Class Solidarity trait

Level Generation
Adjusted positioning of various Tubes in Factories to avoid instances where the objects they spew out miss the conveyor belt

Artificial Intelligence
Cops get angry when the player hits Fire Hydrants and makes them spew water
Cops no longer try to whack Fire Hydrants to death when they get sprayed
Ghosts and non-party-member Zombies are less careful when walking into dangerous situations
Fix for Cops not being initially Hostile toward Shapeshifters
Jock has (temporary) dialogue in Home Base

Performance
Optimizations made to Zombie

Stuff you might have missed in Alpha 29's many hotfix builds
Fix for multiplayer having major issues with level transitions
Proper support for generic USB gamepads
Brian Emre Jeffears
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getter77

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Re: Streets of Rogue (now at Alpha 31 Character Creation Improved) $
« Reply #16 on: August 10, 2017, 07:54:42 PM »
Alpha 31

Quote
So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of streetsofrogue.com) and I'll send you a file with everything unlocked.

Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details.

I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion.

I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.

Alpha 31
Character Creation (and related gameplay)
Custom characters can be used in multiplayer mode, as long as it’s not a non-password-protected internet game
Character data is now stored in the My Documents folder (or Mac/Linux equivalent)
It is now possible to change a character’s eye type and color, and add an accessory
Many balance changes made to point values
Character Creation interface has been prettied up
Added “Clear Slot” button
New selectable traits: Unstoppable-ish, Ultimate Butterfinger-er, Sausage Fingers, Scientist Slayer, Specist, Diminutive, Naked, Blahd Basher, Crepe Crusher, Zombify, Flesh Feast, Fair Game, Serve Drinks, Charismatic, Malodorous, Addict
New selectable items: Drink Mixer, Slave Helmet Remote, Steroids, Codpiece, Bacon Cheeseburger, Banana, Whiskey, First Aid Kit, Rock, Combat Helmet, Freeze Ray, Ghost Blaster, Shuriken, Axe, Translator
New selectable abilities: Enslave, Sharp Lunge
Traits and Abilities are now capable of canceling out other traits and abilities
Trait, Ability and Item descriptions may contain “Recommended” text to indicate other things that go along them
Custom characters can get Achievements and Unlocks.
No longer necessary to switch to Sandbox mode when using characters that exceed the point limit. However, players will be unable to get Achievements and Unlocks.
Placed caps on the number of Traits and Items that can be selected before the player exceeds limitations
Button added to allow alphabetical sorting in addition to point value sorting
Sorting takes “locked” status into account
Some missing items added to starting item selection
Gamepad button prompts only appear when using a gamepad
Error message will appear if you try to give your character a name that is already taken by an existing character
Deleted characters are immediately removed from the Character Select screen
Fix for facial hair appearing as the wrong color in the big character select image
Pressing Start on the gamepad to save the game while inputting a character name will now save that name properly
Assorted fixes for gamepad navigation in character creation screen
Fixed more cases where “E_” text was appearing when performing certain formerly character-specific abilities
Fix for new custom characters sometimes starting with the wrong hair, skin color, etc.
Fix for custom characters who got zombified resurrecting with incorrect body type
Fix for custom characters with “The Law” not being able to see whether a person was guilty or innocent
Fix for custom characters with “The Law” not being aligned with Cops
Fix for Taser not being available to custom characters when No Guns mutator was active
Fixed bug where the last button on the Traits and Items lists was not appearing
Fix for “Killer” on Stats screen reading “E_Custom” at times
Fix for NPC custom characters not having wolf heads, robot heads, etc.
Fix for player not being able to change the color of wolf heads, robot heads, etc.
Fix for original head appearing behind wolf heads, robot heads, etc.
Fix for larger body types not being sized correctly on the Character Creation screen
Fixed timing of certain Character Creation screen sound effects

Sound
Around 100 new sound effects

Localization
Fix for fan translations not appearing properly when turned on until after the game was restarted

Graphics
Fix for accessories like Sunglasses sometimes appearing over hair when they weren’t supposed to

UI / Controls
Fix for pressing space to select random characters on Character Select working weird in Home Base with more than 1 player active

Status Effects / Traits / Special Abilities
Fix for Arresting animation not completing properly when arresting Slaves
Studious and Super Studious do not take effect when the player loses XP
Turf Warrior has been replaced with one trait for each gang: Blahd Basher and Crepe Crusher

Mutators
Sandbox mutator now allows you to do missions, but does not require them in order to get to the next level

Multiplayer
Fix for appearances of “purple worm man thing”

Engine
Updated Unity engine from 5.6.1f1 to 2017.1.0p2

Other
Updated 2D Toolkit plugin from 2.5.8.1 to 2.5.8.5
Updated Rewired plugin from 1.1.3.0 to 1.1.5.3
Updated Steamworks dot net from 9.0.0 to 10.0.0

Internal
Prep work for Downtown levels
Prep work for console versions

Alpha 31b
Fixed issue where character select wasn't working properly and people's unlocks were getting deleted
Brian Emre Jeffears
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getter77

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Re: Streets of Rogue (now at Alpha 32) $
« Reply #17 on: August 24, 2017, 10:40:58 PM »
Alpha 32
Quote
Optimization
I have been furiously optimizing Streets of Rogue over the past week or so. While performance issues haven’t been a major problem in the game (save for a few trouble sections), it had been about a year and a half since the last time the game got an optimization pass. If you’re running the game on a low- to mid-range PC, you may notice fewer frame drops in this build. For everyone else, the game will feel just a tad bit snappier. There’s still a lot more optimization to be done as well.

Consoles??
A big part of the reason for these optimizations is that I’m currently working on console versions of the game, and unfortunately, consoles don’t have quite the horsepower of a modern PC. So, my code needs to be in impeccable shape for the game to run at a decent clip. While Streets of Rogue might not look like the sort of game that should have big requirements, there’s actually a lot being processed on the CPU at any given time. Fancy AI doesn’t come cheap!

So what consoles is the game coming to, and when? Can’t say right now, but it may happen before the end of the year if all goes well!

What about Level 4??
And what of Level 4? Well, I was hoping to have it done for the September 7th build release, but that may not happen. There’s a lot on my plate right now given some recent developments regarding the console versions. But I would still like to have it out in mid-September. Can’t make any promises, but I think that should be doable.

PAX
The game will be playable at PAX West next week at the tinyBuild booth. Stop by and say hello to those fine folks, and be sure to bug them about Hello Neighbor's release date, I hear they love that! Sadly I won’t be able to make it this year. I’ll be out of town for a wedding for 5 days during Labor Day weekend.

Community Stuff
This week’s Fortnight Discussion deals with the long-awated “Big Quests”...

Also, check out the Wiki Editor of the Month competition!, and while you're at it, go make some edits to the wiki[streetsofrogue.gamepedia.com]!

Alpha 32
Performance
Loads and loads of performance tweaks
Load times are slightly faster

Graphics
Fix for players clipping through walls and objects vertically after teleporting while in the water

UI / Controls
Fix for Traits on Load Character screen not being separated by line
Fix for players 2, 3 and 4 not having the correct character selected when entering Character Select screen after death while playing as a custom character
Fix for error if player plays as a custom character, dies, clears the custom character slot, then closes and re-opens the menu

Items
Fix for Shopkeeper appearing to be equipped with weapons on multiplayer client when he is actually empty-handed

Status Effects / Traits / Special Abilities
Fix for Bloodlust, Zombify, Camera Shy, Crepe Crusher, Blahd Basher and potentially others not triggering properly sometimes for multiplayer clients past the level where they joined the game
Unstoppable-Ish cancels out Tank-Like and Skinny Nerdlinger during Character Creation

Sound
Fix for “jump out of water” sound effect playing if the player teleports while in the water

Tutorial
Fix for explosions from first laser not hitting the player if he stood in the exact right spot
Player can now eat the Banana to advance the “quick-use health” part of the tutorial
Internal
Prep work for Downtown levels
Prep work for console versions
Created new Free version of the game
Created new Show version of the game for PAX
Brian Emre Jeffears
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getter77

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Re: Streets of Rogue (now at Alpha 33) $
« Reply #18 on: September 07, 2017, 07:14:24 PM »
Alpha 33

Quote
Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game.

Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken!

Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread.

This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em.

Also, a reminder to check out the Wiki Editor of the Month competition!

Alpha 33
Performance
Whole bunch of large and small improvements that hopefully did not break too much

Graphics
Fix for split-screen camera sometimes showing weird artifacts on Medium lighting mode
Fix for players appearing as purple worm man thing when switching to local multiplayer mode from Home Base


UI / Controls
Fix for “Other players can revive you” messages not appearing in four-player local mode
Fix for certain interface elements appearing in incorrect positions during camera zooms
Fix for dialogue box appearing on top of main menu when the game is paused

Characters
Fix for not being able to properly Bribe cops, which in turn made the Cop character impossible to unlock

Playfield Objects
Switches and Laser Emitters cannot be set on fire

Items
Fix for cases in multiplayer games where people would refuse to equip or shoot certain weapons on the server due to traits like Stubby Fingers, though they were equipped on the client

Status Effects / Traits / Special Abilities
Fix for game freezing if the player killed themselves while having the Bloodlust trait
Fix for Bloodlust restoring someone’s health after their death
Fix for Bloodlust triggering when the player punched dead bodies that were burnt from fire
Fix for bodies not turning into zombies if they were afflicted with Zombiism and then knocked out and killed

Combat
Fix for opponents sometimes immediately punching the player after the player had just initiated combat
Fix for opponents being too aggressive toward the player prior to actually hitting the player for the first time
Fix for opponents consistently being too aggressive toward multiplayer clients
Fix for opponents phasing through walls often as multiplayer client

Sound
Fix for Werewolf Transformation sound effects not playing
Sound effects added to menus in a couple spots

Gameplay
Fix for game going haywire when falling down holes and dying while Possessing another person
Possibly a bunch of other fixes for possessing other people
Fix for players being able to continue the game in coop mode if they were falling into a hole after the game had ended due to Suicide or finishing all the levels

Level Generation
Fixed a couple of instances where pits were placed in such a way that people would have difficulty pathing around them

Artificial Intelligence
Improved pathfinding, people less likely to get stuck walking into walls
Fixed issue where people would not pay attention to noises after too many noises had been created during that level
Fix for combat not occurring properly between NPCs when they were off-camera
Fix for people not fleeing clients properly when they were out of range of the host
People will not walk through red lasers in most situations
Brian Emre Jeffears
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getter77

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Re: Streets of Rogue (now at Alpha 34) $
« Reply #19 on: September 21, 2017, 09:59:27 PM »
Alpha 34

Quote
As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.

This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update.

This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.

Alpha 34
Performance
Many, many improvements

Graphics
Fix for possessed characters in multiplayer sometimes having white eyes

UI / Controls
Fix for being able to press Esc and quit the game on the loading screen when not in online
multiplayer mode
Fix for character select interface not being transparent after death in multiplayer games
Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games

Environment
Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player

Items
Fix for items sometimes going all teleport-y crazy after falling into an incinerator
Fix for items sometimes going nuts when near the edges of water
Fix for item sprite appearing at wrong position on Y axis after exiting water

Combat
Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object

Sound
Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall

Gameplay
Fix for player jumping in and out of water too frequently when landing on the edge of the water body

Artificial Intelligence
People become hostile toward someone who freezes their friend
Fix for people sometimes getting stuck at the edge of holes
People are better at figuring out when to pause for Fire Spewers
Brian Emre Jeffears
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getter77

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Re: Streets of Rogue (now at Alpha 35) $
« Reply #20 on: October 05, 2017, 10:56:02 PM »
Alpha 35

Quote
Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.

This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike stable, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??

Alpha 35

New Stuff
Levels
Game is now playable through 4-1

Art
Lots of new wall and floor art for Downtown levels

Music
New Track “Floor 4-1 Hit Me With Your Best Rock”. The mp3 has been added to soundtrack owners’ libraries. More tracks will be coming when 4-2 and 4-3 are added.

Achievements
Unlock Elevator Access - Downtown
Downtown Diva (you can’t actually achieve this yet, since it requires you to complete Level 4-3 which does not currently exist)

Non-Playable Characters
Supercop
Upper-Cruster
Mobster

Environments
Canals
Dance Club
Church
Hotel
City Park

Objects
Police Box
Alarm Button
Train
Speaker
Turntables
Altar
Manhole
Metal Detector

Everything Else
Performance
Bunch of improvements (yep, I’m still at it)

Graphics
Fix for weapons not appearing in the player’s hands when a saved game is loaded (only fixed for games saved in Alpha 35)
Potential fix for pink sprite appearing in place of crushers
Fix for Taser bullets sometimes appearing the wrong color
Yet another attempted fix for generators not always disappearing after exploding
Attempted fix for people sometimes appearing weird on multiplayer client
Fix for frozen people (from Freeze Ray) playing walk animation sometimes

UI / Controls
Fix for local coop players’ UI sometimes appearing at the wrong zoom level
Fix for people not always being tracked properly on the minimap on multiplayer client

Playfield Objects
Fix for multiplayer clients not causing Fire Hydrants to spray on the first hit

Items
Fix for Haterator not working properly
Fix for Ammo Stealer not removing a person’s ammo when used from the multiplayer client

Sound
Sounds from a level can no longer play after the level has ended and the screen has faded out

Gameplay
People should fly through walls without breaking them less often

Mutators
Fix for people and objects not being visible in Rogue Vision after accepting a mission

Other
Updated Rewired plugin from 1.1.5.3 to 1.1.7.5
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getter77

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Re: Streets of Rogue (now at Alpha 36 Expanded Downtown) $
« Reply #21 on: October 19, 2017, 09:45:11 PM »
Alpha 36 Expanded Downtown

Quote
Like the title says, this build has a bunch of new additions to the Downtown level, including a first pass at an Arena. I’ll likely do more with that later, it’s a little on the bare-bones side at the moment. Anyways, the changelog should speak for itself! As usual, let me know what you think of the new stuff in this thread.

This week’s Fortnight Discussion: Disasters! Streets of Rogue needs more of them. But… what?

Alpha 36

New Stuff
Levels
Game is now playable through 4-2

Music
New Track “Floor 4-2 Groove is in the Blood-Pumping Organ of an Animate Being”, also added to soundtrack owners’ libraries

Building Types
Mall
Arena
Music Hall
Movie Theater

Objects
New blue laser emitter type that acts as a Metal Detector (actually it detects any weapon in your inventory)
Movie Screen
New Conveyor Belt type for Malls with slightly different functionality

Traits
Added trait “Upper-Crusty”

Everything Else
Localization
Many Spanish translation fixes

Characters
Initial scripting for Arena fights implemented
Classes within Malls have the ability to sell the player things that they previously did not
Bouncer gives the player the ability to drop their weapons in front of Metal Detector Laser Emitters
Comedians can tell jokes to Music Hall patrons
Thief can pop out of Manholes and pickpocket the player. Other characters may pop out as well...

Graphics
Fix for “Falling into hole” animation of multiplayer clients not playing properly for host
Fix for players appearing to float permanently if they died in a body of water and returned as a ghost
Fix for Supercops, cloned NPCs, etc. not displaying particle effect or sound effect when spawned on multiplayer client
Glass walls are slightly more transparent

UI / Controls
Fix for instances on multiplayer client where optional mission objectives would not be indicated on the minimap
Fix for the mouse collider box attached to NPCs hidden in objects like Bushes sometimes blocking the object, despite the NPC being invisible
Fix for player not being able to hide “combine” target after right-clicking a Combine item in the toolbar while the inventory was closed

Playfield Objects
Fix for being able to knock on certain doors where this should not have been possible
Fix for Manholes sometimes appearing on top of people rather than beneath them
Fix for Hole not always appearing on multiplayer client when Well is destroyed
Crushers shouldn’t go through walls as much, if at all
Fix for multiplayer client not being able to make offering from Altar

Items
When players are mugged by Mobsters, they can get their money and items back by killing the Mobster

Status Effects / Traits / Special Abilities
Players can now pickpocket other players in online games

Gameplay
Fix for player not being able to teleport while swimming in Canals

Level Generation
Minor fixes to placement of certain outdoor walls

Missions
Fix for instances where multiplayer missions could not be completed from the multiplayer client

Mutators
Supercop, Mobster and Upper-Cruster can no longer appear on “New Character Every Level”

Artificial Intelligence
People are now capable of sitting in chairs
People have the ability to “own” an entire building where different rooms have different owners as well -- such as the owner of a Hotel
People are better at getting their bearings in regards to pathfinding after being knocked back
Fix for NPCs not always being able to see multiplayer clients when host was not in the vicinity
Fix for NPCs in certain buildings getting hostile toward the player upon seeing them when the rest of the building would only become Annoyed
Fix for people hidden in objects like Bushes becoming visible when Ghost players bump into them
Mobsters no longer ask players who Can’t Speak English for money

Engine
Updated Unity engine from 2017.1.0p2 to 2017.2.0f3

Other
Updated 2D Toolkit plugin from 2.5.8.5 to 2.5.8.7
Updated Rewired plugin from 1.1.7.5 to 1.1.7.8

Internal
Bunch of physics modifications to keep things running smoothly on the new version of Unity
Some multiplayer modifications for the new version of Unity
Extra multiplayer cleanup, got rid of a bunch of internal errors
Brian Emre Jeffears
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Re: Streets of Rogue (now at Surprise Halloween Update) $
« Reply #22 on: October 24, 2017, 09:24:56 PM »
Surprise Halloween Update~

Quote
As a li’l surprise for Halloween: The Zombie disaster has finally been added to the game! From now until Halloween, the first couple of “Level Disasters” you see in the game (you know, the ones that happen every 3 levels) will be full-on Zombie apocalypses.

Also, if you play the game between now and Halloween, the playable Zombie character will be automatically unlocked for you! And yes, you’ll even get the achievement! For doing LITERALLY NOTHING!
Brian Emre Jeffears
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Re: Streets of Rogue (now at Alpha 37) $
« Reply #23 on: November 02, 2017, 07:00:13 PM »
Alpha 37
Quote
Suuuup.

This will be the last update that I’ll be dedicating to Downtown for the time being. At some point, I’ll circle back around to it, much like I plan on doing for the other levels. For the next update, I’ll be switching gears to focus on bug fixes and balance. Not particularly glamorous, but it’s been awhile since I did any real housekeeping, and I’ve amassed a rather enormous pile of bugs to fix thanks in large part to reports from you fine folks.

For those that enjoyed last week’s Zombie disaster: Yes, the Zombie disaster will still appear in-game randomly. Also, check out the new “Zombies Ate My Game Balance” mutator, which adds zombies to every level.

This week’s Fortnight Discussion: Clerks. They’re a new character in the game. How should they function?

Alpha 37

New Stuff
Levels
Game is now playable through 4-3

Music
New Track “Floor 4-3 Heavy Wheezing on the Dancefloor”, also added to soundtrack owners’ libraries

Mutators
Zombies Ate My Game Balance

Non-Playable Characters
Musician
Clerk

Environments
Holes may appear in place of Canals sometimes
Arcade
Ice Rink

Objects
Jukebox
Power Box
Turntables functionality

Achievements
Downtown Diva achievement can be earned

Everything Else
Localization
Updated Simplified Chinese translations
Added a Fan Translation fix for languages that use special characters such as Japanese to prevent characters from appearing too small in certain spots on the interface. To implement the fix, see the updated “How To Make Translations.txt” file.

Characters
Upper-Crusters may travel with their own personal Slaves
It is now possible to offer Slaves to Mobsters when they mug you
Fix for Slaves blowing up after falling down a hole
Fix for “Sign Up to Fight” button sometimes appearing multiple times on multiplayer client

Graphics
Fix for Arrested people having the wrong head sprite
Fixed cases where NPCs might not animate properly if they were on the screen when the game was started
NPCs point their guns directly at their opponent rather than simply pointing in the direction they’re facing
Changed graphics for Train slightly
Fix for instances where a person could remain highlighted white after being attacked and flashing
Fix for cases where Bridges across canals appeared to be facing the wrong direction on multiplayer client
City Park transition tiles (i.e. parks within Downtown) have been modified to be more organic

Playfield Objects
Potential fix for objects sometimes becoming non-interactable on multiplayer client
Fix for Manholes spawning too close to the level entrance
Lamps can be affected by EMP Grenades
Fix for not being able to use Alarm Buttons when you have other people in your party
Fix for Alarm Button dialogue not appearing on multiplayer client
Metal Detector turns off when Arena battle starts
Fix for Alarm Button not causing Supercop to spawn when destroyed by fire
Fix for Saw Blade continuing to make noise after being shut down
Fix for objects taking a second to be destroyed on multiplayer client when shot by shotgun

Items
Fix for EMP Grenade making certain objects non-functional when they were not classified as being electronic
Jock NPCs no longer carry nonexistent “Baseball” item
Fix for “Remove w/Slave Helmet Remover” button appearing twice if player has more than one
Fix for thrown items being capable of hitting people hidden in Bushes or Manholes

Mutators
Rogue Vision is now included in the pool of potential Daily Run mutators
Fix for player being able to choose “Create A Mutator” button

Level Generation
Office Drone has been replaced with Clerk in a bunch of spots
Buildings can potentially have two Bouncers now
Power Boxes may appear in random spots on levels, typically guarded by police
Jukeboxes have been added to certain buildings

Artificial Intelligence
Added Ice Skating behavior
Fix for police getting angry if player attacks Zombies
Zombies no longer wait outside of doors when their opponent is on the other side like other NPCs do, because they are stupid zombies
All store owners and Guards in Mall get annoyed with Suspicious or Malodorous characters
People at the Arena cheer during fights, and when a fight is over
Fix for Supercops not investigating the player’s location upon spawning if they were too far away from the player
NPCs are less likely to walk directly on Train and Mine Cart Tracks, particularly when they are not in combat
Cops and Supercops are now Loyal to Upper-Crusters
Mobsters will not bug the player for money if they are fighting other people
Mobsters will not bug the player for money if they use the Alarm Button to call a Supercop
NPCs no longer stop for a split second if the player interacts with them but the NPC does not have context buttons
If the player interacts with someone traveling in a gang (i.e. Mobsters), the other gang members will stop and wait for the interaction to finish
If a Slave has one owner and that owner begins to flee, the Slave will follow to avoid having their helmet blow up due to the distance
Fix for NPCs not being more careful about accidentally shooting their allies in the back
Fix for NPCs not getting angry if the player used the Shotgun on owned objects

Other
Created new Free version of the game for itch.io and GameJolt

Internal
Did a bunch of work on a “Chinese Government Approved” Chinese version of the game
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training