Author Topic: Streets of Rogue (now at Alpha 49! Big Quests) $  (Read 5886 times)


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Re: Streets of Rogue (now at Alpha 47) $
« Reply #30 on: March 22, 2018, 05:31:16 PM »
Alpha 47

As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.

There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.

For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...

Alpha 47
Ooze - Dangerous Ooze is spreading through the level...
War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds

Non-Playable Characters
Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.

Screen no longer shakes when an NPC kills another NPC
Fix for NPC lighting not adjusting properly after the NPC had died
Fix for “falling down hole” animation becoming frozen on rare occasion
Fix for light and shadow remaining when people fall down holes on multiplayer client

UI / Controls
Exclamation marks and sound effects no longer appear for rioters

Playfield Objects
Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion

Status Effects / Traits / Special Abilities
“Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
Being hidden in Bushes no longer protects the player from Radiation Blasts
Fix for Dizzy not going away when the person is hit and loses health

Level Generation
Fix for Bathhouse bathroom door triggering NPCs to become Hostile
Fix for bathroom in one of the Movie Theaters counting as “outdoors”

Artificial Intelligence
Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
Fix for owner NPCs sometimes wandering into buildings that were not theirs
Supercops are now Friendly toward custom classes with The Law
Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
Cannibals are now Aligned with all other Cannibals
Fixed issue with gang pathfinding where gangs could occasionally become stuck
When Hacker makes Television explode, NPCs will not become Hostile
When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time

Fixed Fan Translation issue that could prevent levels from being loaded
Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this
Brian Emre Jeffears
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Re: Streets of Rogue (now at Alpha 48) $
« Reply #31 on: April 05, 2018, 09:40:40 PM »
Alpha 48

My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from.

For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff.

This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?

Alpha 48
Added proper Wreckage sprites for a number of objects and walls
Fix for incorrect Wreckage sprites sometimes appearing when destroying unique wall types like Hedges and Glass
Fix for electrocution animation continuing when the game is paused
Fix for some instances where people could be running while facing the wrong direction
Fix for floor sometimes appearing green after exiting a level with the Radiation disaster

Fixed an instance where a Panic Room was counted as outdoors, which was no good during the Radiation Blasts disaster

UI / Controls
Fix for Status Effects not displaying on the interface if the player stood in a Lake while the counter ran down, and received the Status Effect a second time
Fix for question marks and other state indicators appearing above NPCs’ heads after they are Frozen
Health bars appear over NPCs’ heads if you mouse over them and their health is less than max
Fix for gamepad icons on Character Select not appearing for the first frame or two when the interface pops up
Fix for Clone Machine showing the wrong money costs for Thrown items
Fix for Missions Screen getting stuck if the player opened it on a specific frame following completion of a mission
Potential fix for question mark appearing permanently above someone’s head
Trait description at right of trait menu cannot be changed once an end-level trait is chosen
Hacking is not canceled if the player is scrolled off-camera
Item Teleporter interface now causes gameplay to slow down in single-player mode
Added larger mouse collision boxes to some of the larger objects
Fix for Armor display sometimes remaining on-screen when it should not after player chooses to Continue when dying
NPC Info (from when you hold space bar) disappears when the person becomes invisible
Fix for Twitch Reward Vote appearing after the game had ended

Playfield Objects
Thrown items like Grenades and Shurikens are sold in more appropriate amounts in Loadout-O-Matics
Fix for cases where Wall Fires would remain if the Wall was destroyed through some other means
When refilling guns at the Ammo Dispenser, the cost must always be at least $1
Lockdown Walls no longer go up during Riots
Flamethrower no longer damages Fire Hydrant
Bushes cannot be picked up by Wrestler
Fix for certain instances where the player could be teleported on top of Lasers
Flame Grates spawn slightly further from the player’s starting position
Potential fix for instances where player could tap on windows from indoors
If Supercop that player received from Alarm Button is killed, Alarm Button can be used again
Potential fix for Crushers, Fire Spewers and other objects not being destroyed when the wall they are attached to is destroyed

Fix for items like Syringes and Guns not retaining additional properties after being stolen by Thief
Fix for “glitch item” remaining in Wrestler’s hand if he picked up an object, then died after taking Resurrection Shampoo
Oil Container is now affected by the Infinite Ammo mutator
Cigarette Lighter is no longer confiscated by Cop Bots
Potential fix for players being teleported onto Bear Traps
Created fail-safe for rare cases of items becoming stuck in walls
Bear Trap no longer causes NPCs to become Hostile toward the player when they get near it -- rather, they must actually step in it
NPCs are not as good at avoiding Bear Traps thrown by player
Fix for Paralyzer Trap not making NPCs Hostile
Identify Wand can now be used to identify Cocktails
When a Thief steals items for someone, items will be stolen first before money
Kill Profiter, Kill Ammunizer, etc. do not trigger when the player hits and kills someone who has already been knocked out, arrested etc.
Oil Container no longer disappears from the player’s inventory when it runs out of fuel
Fix for Oil Container sound effect not playing on multiplayer client
Fix for Oil Container’s out-of-ammo status text not appearing on multiplayer client
Fix for issue where Wrestler would sometimes equip a weapon that had been destroyed in a
Food Processor or Sell-O-Matic after picking up an tossing an environmental object
Cardboard Box can now be used to walk around town free of harrassment from Hostile people, provided they are not aware that you are under the box
Ammo Stealer no longer refills Water Pistol and Oil Container
Fix for weapon remaining in player’s hand if player Possessed someone who had a weapon equipped, and then immediately dropped that weapon
Changed Slave Helmet Remover description to explain how the item can be used
Fix for Workers in buildings with constantly spewing Gas Vents sometimes not starting with Gas Masks equipped
Ammo Stealer can no longer be used on other players
Fix for Ghost Gibber and other weapons pausing very briefly in the middle of rapid fire
Fix for Ghost Gibber particles not appearing for other players during online games
Fix for Leafblower not working very well in tight alleys and confined spaces

Status Effects / Traits / Special Abilities
Poison no longer interrupts Dizzy and other similar status effects
Supercops who are Possessed by Shapeshifter now have the ability to Arrest people
Durabilitacious no longer appears in games where the Infinite Melee Durability mutator is active
Fix for Clumsiness Accepted not working when Doors are broken
Ghosts that spawn do not become angry when player has Clumsiness Accepted
Fix for Tranquilize numbers above people’s heads going below zero into the negatives if they were Invincible when the counter hit 0
Clumsiness Accepted no longer covers Hacking, messing with Air Conditioners, etc.
Dizzy no longer removes Withdrawal
Fix for multiplayer client not receiving Upper-Crusty trait after purchasing
Fix for mission-related NPCs who were meant to be neutral towards the player having an Ideological Clash
Players who have the Camouflage special ability and Backstab will do camouflage-level backstab damage when they gain Invisible status effect
Fix for player not losing health when they revive another player while they have Invincible
Fix for Fires altering the direction of Jock’s Charge ability
Fix for Conveyor Belt stopping Jock’s Charge ability
Player can no longer use Bite on Zombies
Fix for Explosions not always gibbing NPCs on death when they are Aligned or Loyal to the player
Fix for Resurrection sometimes restoring the player to 0 health during Shifting Status Effects disaster
Fix for clients not being able to start multiplayer games if their custom characters have more than 50 traits
Bloody Mess trait does not appear in-game when Blood is turned off in Settings
Fix for clones of Custom characters not always having the correct traits during multiplayer games
Ghosts can no longer step on Shrunk people
Ghosts can never get Resurrection Status Effect (not sure how it’s possible for ghosts to get ANY status effect, but people reported it happening and causing problems)

Teleport sound effect no longer pauses when “Mission Complete” appears, because it felt weird when the sound effect continued playing after the notification disappeared

Stats / Unlocks
Fix for “Angered” stat not including NPCs who were initially hostile toward the player (such as Cannibals) who spot the player during gameplay

No longer possible to receive missions that involve rescuing Zombie
Fix for Neutralize All missions sometimes being completed early if the player turned one of the targets into a Zombie and then killed that Zombie
Fix for issue where “Rescue” quests given by questgivers could be completed while the victim was still in prison if the questgiver was close enough to the prison
Optional missions are failed if the questgiver is Annoyed or Hostile toward all players in the game, rather than just a single player
Rescue and Free Slave missions are failed if the prisoner is Hostile toward all players in the game, rather than just a single player
Fix for not all objects appearing on multiplayer client’s map for “Destroy All” missions

Fix for Shifting Status Effects disaster ending prematurely
Fix for cases where Find Bombs disaster had no bombs to find

Fix for “Continue” sometimes allowing people to continue Continue when they should not be able to

Level Generation
Potential fix for levels loading past 100% and then failing to load
Added some failsafes for cases of levels not loading
Fix for instance in one of the Hideouts where two objects could spawn in the same spot
Fix for objects sometimes spawning on top of Frozen Lakes
No longer possible to get past the holes at the edge of the map if you are moving fast enough
Fix for certain doors not appearing Locked from the correct direction during Lockdown
Vendor Carts are much less likely to spawn in Bushes
Vendor Carts will not spawn too close to Water

Artificial Intelligence
Arena Wrestlers will not be affected by an Ideological Clash
Arena Wrestlers cannot be Bounty Hunters
Fix for NPCs with the Bite ability getting Annoyed when they see someone else bite someone
When an NPC steps in a Land Mine placed by the player, they will not become Hostile unless the player is within view at the time. The same goes for Bear Traps and Paralyzer Traps
Bounty Hunters who attack the player are considered Guilty
Supercops address the player properly as a “fellow peacekeeper” if the player has The Law
Fix for Cop Bot refusing to talk to the player if they were Annoyed with them while asking them for something
Fix for NPCs sometimes declaring when they are Annoyed with the player while hidden
Mobsters who mug the player are classified as Guilty
Fix for NPCs not being removed from the player’s party properly when the player tells them to leave town
Cops no longer become Annoyed or Hostile toward the player if they see the player Biting or Cannibalizing while they have Above the Law
Zombies can no longer talk to people who are scared/hostile while the person’s back is turned
Player can no longer talk to people who are Annoyed while their back is turned
When you attempt to talk to people who are Annoyed and they tell you to go away, the Annoyed sound effect will play
Fix for Slaves not being properly removed from player’s party if they die from their helmet blowing up due to being out of range of player
Gorillas who reside in the Park will not follow the player between levels
Fix for non-owners in a building becoming Friendly toward the player when the player purchases a Key or Safe Combination from a Clerk
Fix for Slavemaster players being able to free Slaves walking around the level that are not their own
Fix for NPCs becoming Friendly toward the player when they are already Aligned or Loyal after the player obtains a Key, Safe Combination, or Quest Item from them
Slavemasters will prioritize selling a slave that must be Neutralized for a mission
Fix for Supercops called by the player through Alarm Buttons sometimes returning to their
Police Box before attacking someone that the player had requested they attack
Fix for Scientist saying the wrong dialogue when an item is purchased from him
Player can no longer ask Zombified people to leave town if there was once a mission to neutralize that person
Fix for Slaves leaving the player’s party if the player asks them to leave town, and they refuse due to having a helmet on
Fix for NPCs sometimes not becoming Hostile when the player when the player threatens them
If NPCs are neutralized from Poison or Tranquilizing over time via the player, or similar status effects, other NPCs will not assume that the player was responsible
If the player is invisible while killing someone, NPCs who see the body will not assume the player was responsible
Fix for Cops all over the level being notified when the player caused a huge explosion
NPCs will not detect the player if they do things that bring up the “operating bar” interface while under a Cardboard Box
Cannibals no longer pop out of Bushes and Manholes when the nearby player is Aligned
Werewolf (when transformed) hates Vampire, and vice versa
Bounty Hunters no longer ignore the player if they are Friendly or Loyal
If the player attacks an Aligned NPC who is meant to be Neutralized for a mission, the NPC will become Hostile more quickly than they would normally
Fix for NPCs not leaving their “Hidden” state if the Bush they were hiding in was destroyed (possibly by fire) while the player was not in close proximity
Fix for Cops and Slavemasters becoming Hostile toward each other if the player hacks a Slave Helmet and blows it up
If the player has a mission to neutralize a Slave, his Slavemasters will be classed as Guilty
Slaves will fight on the player’s behalf without the player explicitly telling them to do so
Slaves become Loyal instead of Friendly when the player removes their Slave Helmet
Butler Bot is capable of knocking down doors, much like Killer Robot
If Butler Bot gets stuck somehow and spends too long standing in the same spot, another Butler Bot will be spawned as a fail-safe
Fix for Cannibals attacking burning Bushes

Spelling corrections in various languages
“End Game” changed to “End Run” to avoid confusion

Fix for instances where client joining at the exact time the host was switching levels could cause the host player to spawn at the bottom left corner of the map

Updated G2U plugin to version 2.1.13
Updated Rewired plugin to version
Brian Emre Jeffears
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Re: Streets of Rogue (now at Alpha 49! Big Quests) $
« Reply #32 on: April 19, 2018, 08:26:44 PM »
Alpha #49  8)

Finally, the long-gestating character-specific “Big Quests” are finally in the game!... in Beta form! For a full set of details on the current state of Big Quests, check out this week’s Fortnight Discussion, in which I humbly ask for your suggestions on this fledgling aspect of the game.

For the next batch of bi-weekly updates, I’ll be splitting my time between the usual content/bug fixes/etc. and behind-the-scenes stuff like optimization, work on console versions, engine improvements, and other things that I’d frankly rather not be doing if I had the choice :D While this may result in a lower volume of obvious output in these updates, I’ll be making an effort to stick some meaningful additions into to each one.

Alpha 48
Big Quests
Set up a whole bunch of infrastructure on which Big Quests will hang
Added Big Quests for:
Investment Banker

Fix for mission status not changing in real time if the missions screen is left up in multiplayer mode

Fixed some code relating to Disasters in Sandbox Mode, though I’m not sure exactly what impact this was having

Artificial Intelligence
Fix for NPCs that that were meant to be Neutralized for missions becoming Hostile toward each other too easily
Cop Bots come after the player when they are being hacked
Fix for NPCs sometimes not patrolling properly in multiplayer mode

Altered ShapeShifter back story a bit

Fix for Game Over screen sometimes appearing if the player teleported twice in rapid succession toward the start of a level

Bunch of boring behind-the-scenes stuff that you won't notice or care about
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training