Hey, anonymous alcoholics! There has been a bit of a gap since the last beta update and we're here to talk about it! As you may have heard, there was a few holidays seasons since now and then which kind of paused development on everything at CoaguCo for a bit. Luckily, that's all over now and we have been getting the (hopefully) last beta update ready to go.
Now that 3.0 is almost out, we are porting the game to it and this should fix that issue. The Dope Game will also probably get ported to fix the 32-bit integer problem which we really hated.
All in all, the game should see it's last beta version this month and hopefully be ready for release in February. But as anyone who follows game development knows, dates don't mean shit. Cheers!
Into Oblivion - Version 0.2.4 Update and Pre-Release
Hey, anonymous alcoholics! Today we are pushing out the v0.2.4 update which contains a bunch of stuff and offering the pre-release version to a wider audience! There's a bunch of stuff to go over so we'll break this up into sections. For those of you looking for a pre-release copy, head over to Itch.io for one.
Pre-Release v0.2.4 First and foremost, is the pre-release version of the game. Those of you using the default release branch will notice that networking is disabled. This is because actual multiplayer content won't be added in until 0.2.5 and only the lobby stuff works right now. We wanted to give those players just the base single-player game to test and suggest on.
For those of you wanting to get closer to the multiplayer stuff, you can swap your Steam repo to the beta branch. This will allow you to invite friends to the lobby, send Steam invites, and such. You'll notice the game doesn't let you start a match, for previously stated reasons. Multiplayer is the big focus for v0.2.5 so it'll be coming soon enough.
Beta Testing And Testing If you snagged a pre-release copy or are in the beta testing groups, you can help us track down bugs and polish up what is already there. You'll want to head over to either the game's community hub (if Steam lets you) here: http://steamcommunity.com/app/618990/ or the CoaguCo Steam group's section here: http://steamcommunity.com/groups/coaguco/discussions/5/
There are some bugs we are aware of that will be squashed in v0.2.5 but there may be some we are unaware of still. Also we are curious to hear what you like, hate, want to see removed, and want to see added. Or even tweaked.
Version 0.2.4 Update There was a big group of changes this time around, as usual. And as usual, here is a change log of everything that happened:
Added: half-time mechanics
Added: round counter graphic and animation
Added: various half-time art assets
Added: shots taken and half-time victories to counted statistics
Added: when player accepts Steam invite and not in-game, Steam launches the game and takes player to lobby
Added: chain vomit pop-up to indicate it's happening, granted you can see it
Changed: placement of player's vomit on box
Changed: created new game icons
Changed: rearranged ingredient stats on HUD for consistency
Changed: location of round counter
Changed: tweaked some functions in single-player matches for efficiency
Changed: your IP and host IP to separate variables
Changed: acquire money animation
Changed: refined the score function itself, also now shows the actual total per item
Changed: changed Steam invite string for command line friendliness
Changed: reversed all "drunk" stats and changed to "sobriety" for homogeneous statistic usage
Changed: made match wrap-up message a bit more complex
Changed: achievement background image
Changed: layout of statistics page a bit
Fixed: drunk eyes overlaying during blink in idle animation
Fixed: after pressing disconnect, join match shows no options and is still disabled
Fixed: Steam invite function triggering even if player did not get an invite
Fixed: liver upgrade affecting health
Fixed: glitch where inventory was accessible outside of turn or when not full
Fixed: allowing player to make bets for more than opponent had
Fixed: bet money not being taken from bot
Fixed: sobriety not being updated after vomiting
Fixed: "draw_done" being called twice during player's turn
Fixed: graphical glitch moving from half-time to idle when winning
Fixed: loser of the chain-vomit just keeps vomiting
Fixed: forfeiting if the game is closed or match is quit before ending
More coming soon!
Into Oblivion - Pre-release This Friday
Hey, anonymous alcoholics! We're just writing to let you folks know that Into Oblivion is coming to pre-release status this coming Friday (September 5th)! It will be available on Itch.io which will net you a beta key for Steam and a small bonus art pack.
The game is still in it's beta testing phase. But Friday we will move from polishing up single-player into adding multiplayer back in for tune-ups before release. We, of course, will be giving out a few select individuals beta access to open it up to more testing. And no, if you have to ask, you aren't on that list.
To all beta testers, this is the best time to give us feedback on stuff to add! Drink recipes, intoxs, residues, special items, skins, etc. As well as all the usual bugs you may come across.
More details on Friday!
Into Oblivion - Version 0.2.3 Update
Hey there! Today we are releasing the version 0.2.3 update to Into Oblivion's beta. There is a lot of new stuff in here with more coming and this is the last update before we add multiplayer in for testing and polish. Plus this is the last update before we open up the beta to more players; including anyone who snags and early copy from Itch.io!
Here is the ol' change log if you are curious about what is different:
Added: display the round numbers
Added: "white out" animation at end of match
Added: player inviting message
Added: show unlocked skins and arenas after beating certain bots
Added: hover-over for player 2, player 3, and player 4
Added: match turn limits; single-player now ends after round 10, multiplayer is variable
Added: can set match turn limits during multiplayer setup
Added: new achievement "From The Grave"
Added: match scores; various things add to your score, highest score wins
Added: character save after leaving the shop
Added: custom cursor
Added: proper pause/quit menu for single-player
Added: ability for game to read additional launch parameters
Changed: invite players now opens a dialog to select from Steam friends online
Changed: streamlined hover code for intoxicants and ingredients in HUD
Changed: moved status effect message
Changed: replaced player names with player avatars
Changed: who starts match banner sizes
Changed: back button now only takes you to the main menu
Changed: restored chat in multiplayer
Changed: message when player joins match then goes back to normal
Fixed: player's money not showing up correctly in Shop
Fixed: weird black border on opening animation
Fixed: issues with player 1 status effect hover-over
Fixed: status effect duration
Fixed: issues with certain achievements not firing
Fixed: item name and price still show up after purchase
Fixed: update the player money when store opens or purchase is made
Fixed: items purchased not becoming active
Fixed: pause/quit menu not working correctly
Removed: Steam overlay invite system
Into Oblivion - Beta Version 0.2.0 Update
Hey, folks! So Into Oblivion is out of Greenlight and coming to Steam sometime soonish. Or when our beta is finally finished. Speaking of, we are releasing the first beta version with A LOT of updates.
We previously said that when it hit beta we'd expand testing. And we are. We will be doing a semi-public beta test starting in a week or two. If you'd like to get in on that, please e-mail us at coaguco@gmail.com to inquire.
As for the changes, here is the huge change log of things that happened:
Added: multiple layers of vomit
Added: new headgears, hairs, shirts, pants, and shoes
Added: new body types
Added: additional achievements
Added: more thorough achievement checking
Added: "drunk eyes" as drunk level increases
Added: Sweaty Mike bot
Added: Marsch bot
Added: Ralph bot
Added: Jenkins bot
Added: Zulda the Missing Link bot
Added: multiplayer lobby
Added: added various additional locations
Added: opponent select when playing against bots
Added: four player support
Added: function hooks for multiplayer game modes
Added: 13 residues
Added: 36 new recipes
Added: more messages in lobby based on section
Added: favorite body and favorite location to stats
Added: bot blurbs in lobby during selection
Added: on/off icons for sound and music when toggled
Added: betting and lobby cardboard signs on a "string"
Added: function to compare user stat file to built-in counterparts to prevent crashing if built-ins are updated in later versions
Added: visual cue that residues are in effect
Added: intoxicant name and durations under inventory on hover
Added: new drink recipes to the known drink list
Changed: HUD layout
Changed: games connections to CoaguCo API
Changed: original background image
Changed: layout of the lobby
Changed: layout of the match area
Changed: 'no one' to '???' in leaderboards
Changed: 'at' to '-' in leaderboards
Changed: leaderboards now truncate too long of text
Changed: can now see opponents stats in a match
Changed: bot AI
Changed: lobby sign to cardboard sign
Changed: idle animations
Changed: function naming convention
Changed: betting is skipped if player has no money
Changed: splash animation to follow music better
Changed: significant portions of underlying code
Fixed: issue where previous button on appearances didn't show up after changing from Zulda to Boo
Fixed: drunk and health variables swapped in brewer
Fixed: liver, health, drunk damage not calculating correctly sometimes
Fixed: Hepatotoxic using wrong intox ID
Fixed: issue where money stats weren't showing up in Stats section
Fixed: residues being applied during pre-brew phase
Fixed: residues from other player's brew affecting different player's life-time totals