In case you missed the announcement late last year, Streets of Rogue 2's Steam page is up! Be sure to wishlist, it really helps us out!
Survey
My publisher tinyBuild created a survey to help us learn more about just who the heck plays this game and what's important to you in a sequel. It's real quick and painless (no seriously!), so if you've got a few minutes to spare we'd really appreciate the feedback!
Here are just a few of the things I've been working on since the last update:
Country-Wide Road System - While roads have existed in SOR2 for a long time now, it's only recently that I've solidified the system for connecting all of the major locations in the world. The game features 2-lane roads, 4-lane roads, nice roads, crappy roads, paved roads, dirt roads, and literally 60+ types of unique intersections (yeah we went a little nuts with that). And of course, AI capable of traversing these roads and getting to their destinations, and (mostly) not getting into horrific accidents and traffic jams.
Weather System - Rain, wind, heat waves, and more are now possible. No weatherman/weatherwoman character class... yet :p
Events System - The game has the capability of causing random events to happen to the player. This is based on factors such as the player's standing in the world with various factions, location, and physical status amongst other things. Think of it like the AI director in Left 4 Dead. If you have any suggestions for random events, please post them in the comments below, I'd love to hear them! (To clarify what comprises an "event" as there's been some confusion: It could be literally anything from running across a house full of bears at the side of the road while driving to having a meteor land nearby your location. And normal things too.)
Sound effects work - A big chunk of sound effects from the original game have been updated. In addition, a new system has been put into place to handle ambient sound, which varies based on the player's location, time of day, and other factors. Other cool features have been added as well, such as outside sounds being drowned out when you're indoors. It feels really awesome to be sitting in a cozy home listening to the muted rush of traffic outside.
Soundtrack news - A new composer for Streets of Rogue 2 has been found: Megan McDuffee, who's quickly becoming a household name thanks to her awesome work on the River City Girls OSTs, in addition to a bunch of other game soundtracks. Be sure to give her a follow and check out her stuff! (To reiterate why SOR1 composer Craig wasn't able to return this time, sadly a contract-related issue unrelated to me or tinyBuild prevented him from taking the job. However, he's been a great help in providing guidance for the new OST's potential direction.)
Pyrotechnics - For effects like explosions and fire, the original game tended to use simple particle effects comprised of a bunch of multi-colored squares moving in simple patterns. This time around, we've got actual animations! Yay bigger budget!
"Lesser" NPCs - Up until fairly recently, every NPC in the would was considered "important", and their actions throughout the day would be tracked to varying degrees. In order to fill out the game world and make it feel more alive, I've added large numbers other NPCs living out their lives. That's not to say that these NPCs can't later be flagged as "important" based on the player's interactions with them. But mostly, they exist to add flavor to the world. For example, a city during the daytime will be bustling with lots of random NPCs, who will largely clear out and go elsewhere when night falls. There's a really really complicated system in place for spawning these NPCs, and their presence should feel really natural once I do some tweaking!
Animated trailer - This isn't really related to the game's development in and of itself, but I've been involved in the creation of a fully animated trailer for the game! It's looking super cool, so stay tuned in the coming months, because I can't wait for this thing to drop.
Screenshots??
Sadly I didn't have the time to get any new screenshots together for today (and it doesn't help that my artist Thomas and I are very picky about what we release!), but for those of you who don't follow my on Twitter, here's a li'l screenshot from last Halloween you may have missed! I know, super old -- apologies, we'll try to get some more shots together in the coming months. There's also an animated version here.
Streets of Rogue gets a brand new update. Nearly four years since its 1.0 release and I'm still getting plenty of bug reports. Keep 'em coming and maybe we can make it to magical 100 mark!
Graphics
Fix for Cannibal having normal eyes when appearing on quest sheet
Fix for NPCs sometimes appearing to fall down a hole after being gibbed
Fix for NPCs with dark skin having dark hair even if their character class (notably Goon) called for them to have wild hair colors
UI / Controls
Fix for custom characters' original traits sometimes appearing at the bottom left of the screen when restarting a multiplayer game
Fix for players sometimes losing control of their character while interacting with another player if that player quits the multiplayer game
Using a special ability cancels a rapid-fire weapon being used
Items
Fix for cases where Musician could give Bodyguard an "error" item as a reward
Musician has a much lower chance of not having a reward item available for the player
Fix for Scientist and Thief not receiving items for completing their Big Quest if their inventory is full
Land Mine explodes when hit by moving objects instead of being knocked back
Status Effects / Traits / Special Abilities
Bite and Cannibalize can be canceled by pressing the Cancel button (right click or gamepad cancel)
Certain starting traits are no longer removed from custom characters when they enter mechs
Fix for NPCs mind-controlled by the player not always being able to knock on locked doors
Player cannot Possess invader NPCs spawned for Goon's Big Quest or VIP in Assassin's Big Quest due to this being capable of breaking the quest
Fix for issues occurring if ShapeShifter is holding down the Special Ability button when they Depossess their host
Fix for player not being able to teleport if they Mind Control the NPCs trying to mug them
Fix for multiplayer client not always being able to teleport after becoming friendly/loyal/aligned with mobsters
Combat
Ghost Gibber can be used on Werewolf NPCs who have not yet transformed
Artificial Intelligence
Fix for NPCs not always caring if you open restricted doors owned by them
Fix for NPCs sometimes believing themselves to be in the midst of a fight when first spawning
Killer Robot does not scare other types of robots
Fix for questgivers going from Submissive to Friendly after the player turns in a quest
Aligned, Loyal and Submissive NPCs do not immediately turn Hostile when being bitten
Fix for Mech Suit showing as "Friendly" if the player starts with Charismatic, and other similar bugs
Fix for player gaining electability when asking doctors to give blood or administer a blood bag, even if the doctor refuses
Fix for cases where Office Drone would not increase player's electability when offered motivation
Fix for Musician telling player to stay away from their turntables even if they were too far away to see the player interacting
Fix for player's followers becoming non-interactable if told to attack NPCs and objects behind a red laser
Cops will no longer become hostile toward property owners who destroy their own property or pick up their own items, including when the player is possessing someone with Shapeshifter
Mind Controlling someone will cause them to stop speaking their current line of dialogue
Mobsters will stop mugging the player if one of their gang becomes friendly/loyal/aligned with the player
Text
Added new font for Russian language (thanks Abbysssal!) The old font can be accessed by selecting Settings -> Gameplay -> Font Selection -> Variant
Tutorial
Fix for rare cases where Bouncer in tutorial could be knocked through a wall
Multiplayer
Fix for Assassins that appear when player has debt not having weapons when targeting client
Fix for Assassins that appear when player has debt only appearing for one level when targeting client
Fix for the "Find Game" feature allowing players to find games by typing the game's password
Streets of Rogue 2 announced! Wishlist now!!
The Streets of Rogue sequel finally has a Steam page, screenshots, and an actual title: Streets of Rogue 2! I know, super creative, right??
Streets of Rogue 2 is the open-world sequel to Streets of Rogue, planned for Early Access release in 2023. It features such new additions as:
A huge, persistent and seamless open world
Vehicles
Animals
Building
Crafting
Farming
A faction and reputation system
Completely revamped character development
Lots more quest variety
A day/night cycle with AI that follows a daily schedule
Diagonal walls (I know, kinda boring, but this was a bigger pain to implement than just about everything else I've mentioned. So yeah, it makes the list!)
Your wildest dreams
First Screenshots! While having a fancy new Steam page is nice, today's biggest piece of new content in the Streets of Rogue 2 info drip is the game's very first set of screenshots. All of SOR2's art has been created by Thomas "Cyangmou" Feichtmeir. You may have seen his work in games like Songs of Conquest, Blasphemous, The Mummy Demastered, and Tower 57. Thomas isn't just an S-Tier pixel artist, but he's also been an S-Tier collaborator, and I'm ridiculously lucky to have him onboard. Bringing this new art style to the world of Streets of Rogue has been a massive undertaking for us, and we hope you enjoy the results!
And of course, for more details, check out the new Steam page.
As always, I'm happy to answer any questions you have in the comments on this post!
-Matt D
Version 97 + Sequel Update!
Whoa, is this only the second update of 2022? Where did the time go??? Work on the SOR sequel has been so intense lately that it's been hard to find the time to jam out a new patch. But here ya go! In addition, I've written up some new details about my work on the sequel. I'm not quite ready for an "official" announcement just yet with trailer and screenshots and all that good stuff, but rest assured I'm inching closer!
As always, please post your comments, questions and suggestions in the comments below, and I'll try to answer what I can!
Art - Since the beginning of the year, I've been working closely with a master pixel artist on crafting the look of the new game. While the top-down perspective isn't changing, our work together hasn't been a simple process of swapping out old art for new art. My processes for implementing pretty much every type of in-game art have changed to allow for much more complex and dynamic scenes. Despite this, I think we've managed to achieve a look that maintains the readability of the original game, which was very important to me.
Lighting - The lighting system of SOR1 has been completely ripped out and replaced. The new system allows for a dynamic day and night cycle, plus completely different lighting for indoor and outdoor areas (and yes, the you can still see into all of the buildings), while being quite a bit more performant than the SOR1 lighting system.
Multiplayer - The original SOR's multiplayer was built on an official Unity system that was deprecated four years ago. So, much like my lighting system.... ripped out and replaced. I also did a bit of work on dedicated server support. This was more of a test than anything else, and I can't say for certain whether or not this will end up in the final release. But based on the results so far, it looks promising. The open-world nature of the sequel and much-longer game length make this a good fit for dedicated server support.
Crafting System - Do you love crafting games? Awesome SOR2 has a crafting system now. Do you hate crafting games? Don't worry, you are absolutely not required to engage with SOR2's crafting system! I see it as yet another addition to Streets of Rogue's "play however you want" bag of tricks. An optional activity for adding variety to how your game plays out, or something you can spend a lot of time with if that's your thing.
Farming - Yeah, there's now a farming system in this thing, too. And sure, a lot of games nowadays have farming systems. But how many of them let you take your tractor off the farm and drive it through a crowd of pedestrians? How many games let you steal your neighbor's crops and then set fire to their barn? How many games have cow sprites that face 8 directions instead of 4?
Factions and Reputation - Much like some of the other systems I've mentioned here, this is still fairly early in development. However, I'm real excited about the possibilities for how this could affect how you strategize your journey through the world.
World Generation - The world is actually starting to resemble... you know, a world. Cities are starting to resemble cities. Forests contain waayyyyy more than a few scattered trees. Streets of Rogue now has actual streets. What I mean to say is, the procedural generation magic is starting to pay off.
Quests - A lot of work has gone into the system that determines how new quests are procedurally generated, and a number of new quest varieties have been added to the mix. Procedural quests in open-world games have a reputation for being very samey and uninteresting, but I'm hopeful that I can avoid these pitfalls with the infrastructure that I've been putting into place.
Soundtrack News - A bit of unfortunate news on this front: My composer and sound effects guy from the original game Craig won't be able to return this time around. Without going into too much detail, there's a contract issue (unrelated to me or tinyBuild) that has essentially made it impossible for him to work on the SOR sequel right now. We're both pretty bummed about it, to say the least. However, this also means I'm hiring! If you're interested in creating the OST or sound effects for the new game, feel free to send me your demos, ideas for the direction of the new OST, and whatever else ya got! (My email is linked at the bottom of streetsofrogue.com. Serious inquiries only please!)
Version 97
Graphics
Added proper borderless window settings
Fix for graphical issue when highlighting NPCs who are pointing their gun
Fix for Mech body looking incorrect when dancing
UI / Controls
Fix for player marker not appearing on minimap during tutorial
Fix for player marker not appearing on minimap during the first stage of Daily Runs
Fix for Virtual Keyboard only allowing the user to input 32 characters
Various Steam Deck-specific fixes
Items
Skeleton Key appears properly in the Character Creation screen
Fix for multiplayer client Wrench not losing durability when used with Generator, Satellite Dish, etc.
Fix for the player not being able to light oil spills on fire with the Cigarette Lighter when standing directly to the north
Fix for Four-Leaf Clover potentially having an effect in cases where luck should definitely be 0
Fix for Wall Bypasser not allowing the player to teleport on top of items on the ground, into water, or onto conveyor belts
Status Effects / Traits / Special Abilities
Fix for Cops attacking players who obtain Above the Law during a Police Lockdown
Combat
Fix for bug that was causing auto-aim to sometimes target objects over hostile NPCs
Sound
Fix for “Annoyed” sound effect not playing if the Comedian tells a joke and some people laugh and some get annoyed
Big Quests
Fix for certain cases where Mech Suit could be chosen for Big Quest related tasks
Mutators
Mobster traits Revenue and Cop Debt are not applied with the New Character Every Level mutator
Fix for Hologram being hostile toward player during Everyone Hates You mutator
Fix for Mech Suit being hostile toward multiplayer client during Everyone Hates You mutator
Artificial Intelligence
Player cannot command their followers to attack Train and Mine Cart
Fix for NPCs getting hostile toward the player if they player bites, enslaves, or arrests them while Invisible
Fix for player not being able to dismiss NPCs that they are rescuing if the questgiver has died
Fix for NPCs not becoming Loyal to the player if the player breaks them out of jail by walking through a wall with a Giantizer
Thief does not attempt to steal from Killer Robot or Butler Bot
Fix for NPCs who attempt to mug a Bodyguard player preventing them from teleporting if they become a fan of the Musician
Fix for Mech Suit becoming Arsonist
Text
Added Discord moderators to credits list
Multiplayer
Fix for multiplayer listings not appearing if the host had certain characters in their name
Prevent multiplayer game list from breaking if bad characters are found
Version 96 + Sequel Update!
Hey everybody! It's been a long time since the last update, but I assure you that I've been VERY busy. Today's update includes some news on the sequel, mobile plans, and a brand new patch with around 50 bug fixes.
Sequel News
2021 was actually the most difficult year for me in terms of sheer brain-busting programming challenges since I began development way back in 2013. My goals for the year were simple: get the hard, technical stuff out of the way, and create a solid base for my future work on the game. 2022 is all about implementing actual structure and content into the game, which should hopefully be a lot more fun and a lot less stressful. I'm super excited about my upcoming work, and I can't wait to see this thing start to come together as a cohesive whole.
Got suggestions for what you want to see in the sequel or questions for me? Post them in the comments below, and I'll try to answer what I can!
(From here on out, I'll be referring to the sequel as "SOR2", but just to be clear, it doesn't have an official name as of yet.)
Here's just some of what I've been working on:
Fully streaming open world - The original Streets of Rogue was level-based. Upon entering a new level, the game would procedurally generate everything over the course of a loading screen. This is how a typical rogue-lite works.
Streets of Rogue 2 takes an approach similar to other procedurally generated open-world games, such as Minecraft. As the player moves along the landscape, the procedural generation system works its magic to determine what the world should look like, new chunks of data are streamed in, and old data is removed.
There’s nothing particularly new or innovative about how I’ve approached all of this. However, the major challenge comes in the form of integrating my existing systems into this new structure. AI, combat, items, world interactions, etc., there are very few aspects of the game that didn’t need heavy modification to function properly.
World generation system - At the start of a new game, SOR2 generates a large procedural world that is (for the moment at least) approximately 3,000 times the size of a SOR1 level. This world includes a full countryside to explore, complete with numerous cities and towns, and an interconnected road system.
“Dungeons” - When I say “dungeon”, I’m referring to any area that the player enters which isn’t a part of the main open world. This could end up being anything from a small cave to a multi-story underground city.
New Save/Load system - The original SOR allowed for saving at the beginning of levels. Nothing too fancy. However, saving the state of a large open world is… something more of a challenge. Bear in mind that SOR2 is a persistent sort of open world, more akin to Skyrim than GTA5. For example: if you blow up a wall, it stays blow’d up. If you punch a shopkeeper, he’s going to stay angry, even if you walk halfway across the world and return to his shop.
New map systems - SOR2 actually includes a couple of different types of maps. First off, there’s the “close-up” maps, which are similar to the maps in SOR1, but are now capable of following the player as they move around the open world. And second, there’s a much more zoomed-out world map, which shows a somewhat abstract version of the entire game world.
Day/night cycle - The game world changes in significant ways based on the time of day…
NPC Schedules - NPCs are now capable of pursuing different goals based on the time of day. For example, a Shopkeeper might leave their home at 8:00 in the morning, drive their car to a store that they own, work until 10:00 at night, and then return home.
Vehicles - There were two major challenges to solve when implementing vehicles: A. coming up with a solid driving model that’s both fun and not completely awkward due to the top-down nature of the game, and B. NPC artificial intelligence. I’m happy to say that both A and B are in great shape right now.
Animals - Yes, the game will have animals this time around. No, I’m not going to say which ones. Will they be playable?... We’ll see!
Ability to build walls and floors - SOR2 will allow players to create their own structures within the game world. While I don’t want to give away any specifics about the purpose of these structures just yet, I will say that they may have uses beyond what is typically seen in open-world sandbox games.
Diagonal walls - In the original SOR, you may have noticed that walls exclusively face 90-degree angles. Last February, I spent three torturous weeks re-jiggering my systems to allow for 45-degree angles as well.
Level editor updates - The level editor has been updated to accommodate new features of SOR2, such as the ability to construct large regions of the world.
“Abstracted” AI system - NPCs are capable of continuing to pursue their high-level goals regardless of their distance from the player, and with little performance cost. Just because you’re on the opposite end of the world, doesn’t mean NPCs can get out of doing their jobs!
Full couch co-op support - Returning from the first game, SOR2 still supports up to four players in split-screen mode. Players can act completely independently from one another, visiting different locations on the map at the same time, or even entering different dungeons.
Full online multiplayer support - Much like the first game, SOR2 will allow for players to jump into and out of a game at any time. Loads of time has been spent adapting online multiplayer to the game’s new open world structure.
Early quest integration - All of the quest types from the original game are fully functional in SOR2, with a number of new ones planned. I’m also intending to add some actual narrative to the quest system this time around…
A new look - While SOR2 retains the top-down perspective of the first game, the graphics are in the process of being overhauled to look super-stunning.
Performance and memory optimization - I spent close to two months optimizing the crap out of this game. Why so much time at such an early juncture? Imagine this scenario: four players in split-screen coop are driving their cars at high speeds in four completely separate locations on the map, in areas dense with buildings and objects. And they’re playing on a Nintendo Switch. For my own peace of mind, I needed to ensure that it was actually feasible to do this while maintaining a decent-ish frame rate and streaming in new data quickly enough.
Bug testing - A LOT of time has been spent working out the kinks in the features that I’ve listed above. My hope is that I won’t be constantly getting stopped in my tracks with showstopping bugs during my efforts to add “the fun” to the game this year.
Hopefully I'll have some more news for you in the coming months!
Mobile Version??
Yes, a mobile version of SOR1 is currently in development by 3839. At the moment, this is exclusively available for the Chinese audience. However, there is a possibility for us to bring this to the rest of the world at some point. You can check out their website here.
Version 96
Graphics
Fix for small graphical glitch when highlighting dead bodies
Fix for some object shadows being incorrectly positioned for objects next to walls
Fix for Stealing Glove and similar held items being visible when an NPC is invisible and performing certain activities like sitting
Fix for NPCs sometimes appearing highlighted after Body Swapper is used and their position has been swapped
Fix for NPCs' shadow and light positions sometimes appearing incorrectly if they were killed and simultaneously knocked out of a body of water
UI / Controls
Fix for multiplayer game sorting not working properly
Fix for inconsistent mouseover areas over player characters
Fix for in-game timers not functioning properly at very high values
Fix for player characters sometimes having the wrong mouse box collision
Player will auto-aim at NPCs hidden in bushes
Playfield Objects
Fix for cases where a Bush could be destroyed but the NPC hidden in the bush is not revealed
Fix for cases where Mine Cart or Train could destroy vending machines at building entrances
Fix for fires not starting in the areas surrounding Lakes
Items
Fix for player not being able to shoot the Flamethrower and other similar weapons past doors and windows that had been destroyed
Fix for Warp Grenade working on empty Mech Suit
Skeleton Key no longer appears as a potential reward in the Home Base list, since it cannot actually appear in the game. It is still available in character creation
If a Molotov Cocktail lands in water, it will not explode
Quick Escape Teleporter triggers at 10 health instead of 15 when using Low Health For All mutator
Fix for sleeping NPCs sometimes teleporting back to their beds after the player uses Body Swapper on them
When the player uses Cologne, Bouncers will allow party members to pass as well as the player
If the player Hypnotizes an NPC to be Friendly, the player's followers who were Loyal or Aligned with that NPC will remain Loyal or Aligned instead of becoming Friendly
Fix for Oil Container count dropping below 0 on multiplayer client during laggy games
Fix for Memory Mutilator not taking into account NPCs who are aligned due to Random Reverence
Status Effects / Traits / Special Abilities
Fix for Zombie appearing to be Arrested if they are arrested as a normal human, then zombified, and then tranquilized
Fix for difficulties Possessing NPCs who are standing in doorways
Fix for Werewolf turning into a Werewolf after becoming a zombie
NPCs who have Resurrection while being inhabited by ShapeShifter will not still read as having Resurrection after dying
Fix for Alien being able to continue Mind Controlling NPCs to walk when they are being bitten by a Vampire
Fix for multiplayer client Alien not being able to use Mind Control properly on another player's Slaves
Fix for multiplayer host not always communicating to client that an arrest or enslavement had ceased to take place, which could result in a few bug fixes
Sound
Fix for sound effects on split-screen cameras sometimes playing at the wrong volume
Big Quests
NPCs who are being Bodyguarded will not count as witnesses for Assassin's Big Quest
Disasters
Bodyguarded NPCs (i.e. Musician) will not receive certain status effects during the Status Effects disaster, such as Dizzy and Shrunk
Mutators
Player will not receive ammo-related items rewards and traits during games with Infinite Ammo mutators
Artificial Intelligence
Fix for not being able to interact with Mind Controlled NPCs who were annoyed with you prior to being Mind Controlled
NPCs will not react to the player’s Joke if the player is out of their view
If a Ghost is spawned into a prison via the Boo-Urn, opening the prison door will not make that ghost Loyal
Fix for NPCs being able to start dancing in midair while jumping
Fix for cases where player could be mugged by an NPC who they had enslaved
Fix for NPCs sometimes attacking player immediately after being depossessed and not having dizzy stars
Fix for NPCs sometimes being able to open locked outside doors in buildings they do not own
Fix for NPCs whose default behavior is Sit/Sleep/Idle not being able to walk past certain doors in returning to their starting position
Fix for players being able to issue certain commands to NPCs when another player had hired the NPC
Fix for Hackers and Thieves not being able to perform special tasks for the player if they are Aligned/Loyal and the player re-hires them
Fix for instances where Musician could stop following the player and start wandering around the level
Fix for Musician's fans becoming Aligned with the player instead of Loyal after player is forced to beat up the Musician for disobedience
Potential fix for rare cases where Musician's followers could become hostile after the player exits through the Elevator
Performance
Game now makes use of Unity’s incremental garbage collection to avoid frame rate hitches
Multiplayer
Fix for multiplayer client Bodyguard triggering their Musician to speak, when they are actually talking to the host Bodyguard's Musician
Fix for multiplayer client data not always being stored correctly if they quit out of the game instead of quitting to main menu, particularly when client was inside a Mech, in Werewolf form, or Possessing someone
Engine
Updated game engine to Unity 2020.3.23f1
Version 96b
Fix for NPC hair appearing behind their heads while dancing or sitting
Version 96c
Fix for player markers not appearing on map after loading saved game
Version 96d
Various small changes to ensure best compatibility with Steam Deck
Fix for several text fields not working properly with Steam’s virtual keyboard
Updated Steamworks.net plugin to most recent version
Version 95
Two years after release, and bug reports are still coming in! However, it's been four months since the previous update, and that's because it's taken that long to receive enough valid bug reports to fill an update. Which tells me that the bug count may be finally starting to dwindle!
Sequel Progress
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev :)
"Dungeons": Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly.
World maps: There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon.
AI: Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!)
New chunk sizes: Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world.
Engine and tech upgrades: I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?)
Laying more groundwork: As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access).
And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...
Version 95
UI / Controls
Fix for Nintendo Switch button icons appearing reversed (i.e. A=B, X=Y)
Fix for NPCs not displaying "Empty" if the player pickpockets them when they have nothing in their inventory
Fix for player having incorrect physics if they fall into a hole while on ice, and are spawned back onto the ice
Items
Custom characters start with armor automatically equipped
Fix for player being able to do extra damage to ghosts by shooting Ghost Gibber beam in short bursts
Fix for player not being able to shoot the Ghost Gibber past doors and windows that had been destroyed
Player cannot steal Gas Mask off NPCs' heads
Status Effects / Traits / Special Abilities
Fix for Shapeshifter getting white eyes instead of red after being released from Mind Control
Antidote cures Withdrawal status
If player is not able to hit an NPC with Mind Control bullet (due to Class Solidarity, etc.), the explosion cannot hit the NPC either
Fix for Zombie Phlegm and Mind Control Bullets sometimes auto-aiming toward objects that they can't affect
Fix for players not retaining Confused status properly after Possessing or Depossessing an NPC
Killer Robot's Tank-Like trait replaced with Unstoppable-ish
Players who are Possessing an NCP can cause that NPC to die by traversing broken glass, rather than health not going below zero
Fix for players being offered Crooked when they have handcuffs, but do not have The Law
Player cannot receive Scumbag Slaughterer when swapping traits
Fix for some cases where multiplayer client with Fair Game would not cause NPCs to become scared and run away
Fix for Jock sometimes Chaaarging infinitely into an object that should be breakable
Fix for Zombified NPCs not being able to transform into a Werewolf
Chaaarging into NPCs or using Electro Touch while Zombified will infect the NPC
Stats / Unlocks
Player receives skill points for navigating Mind Controlled NPCs into holes
Missions
NPC Ghosts in custom chunks cannot be classified as Important since this can break a run if they need to be neutralized for a mission
Player can buy Slave from Slavemaster for “Free the Slave” mission regardless of whether there is technically space in the player’s party for another member
Big Quests
Fix for NPCs being classified as witnesses on Assassin Big Quest if the Assassin's target is killed a second time after being Zombified
Arrow appears above Musician's head in final level during Bouncer's Big Quest
NPCs who have been challenged to a fight for Wrestler’s Big Quest will pronounce the fight “not fair” if they become Mind Controlled
NPCs who have been challenged to a fight for Wrestler’s Big Quest will stop the fight if they end up joining someone’s party mid-fight
Player cannot be assigned optional missions in buildings where Goon's Big Quest takes place
Artificial Intelligence
Fix for Cops becoming hostile toward the player for hacking the Killer Robot
Fix for NPCs not becoming Loyal when the player breaks them out of prison using Chaaarge
Fix for hostile NPCs not fighting each other when spawned into a prison room together mid-game
Fix for Big Quest target NPCs becoming hostile toward their friends too easily
Fix for Cops becoming hostile toward players who pickpocket NPCs while invisible
Fix for Friendly NPCs running away from players with Fair Game
NPCs do not immediately become hostile toward the player for accidentally hitting them with the Ghost Gibber
Fix for NPCs who have been told to stand guard running back to player after becoming Dizzy, Frozen or Electrocuted
Fix for party members who are assigned to attack an NPC, not actually attacking that NPC if the player runs far enough away
Fix for NPCs not joining the player’s party while they are in a fight for the Wrestler’s Big Quest
Fix for NPCs in buildings where an optional quest exists sometimes being Annoyed with player due to Suspicious
Fix for NPC Bounty Hunters who are initially hostile toward the player at the beginning of the level not drawing their weapons upon seeing the player
Fix for certain cases where NPCs would become hostile toward the player and then proceed to ignore them instead of battling or fleeing
Text
Fixed a typo in Wrong Building
Corrected “Enraged” description
Multiplayer
Fix for cases where NPC position could be desynced in online multiplayer when it is released from Mind Control
Fixed awkward interactions between Mind Controlled NPCs on multiplayer client and hazardous objects like Barbed Wire
Fix for incorrect particle effect sometimes appearing on client when host player melee-hits an NPC
Fix for multiplayer client being able to produce clones of themselves during high lag while depossessing an NPC
Engine
Updated game engine to Unity 2019.4.28f1
Version 94
This update marks a bit of a milestone: Just a week ago, Streets of Rogue celebrated its 4th birthday on Steam! That's an entire high school/college career! Since then, we've gone from version 20 all the way to version 94!
In sequel news... I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc.
I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas.
Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!
Version 94
Graphics
Fix for Mech's weapon not appearing properly in Home Base
In character creation, the rectangular Robot heads may not be given hat accessories
Fix for the Random Appearance button in character selection never resulting in facial hair
Corrected shadow positioning for Ammo Stock
UI / Controls
Fix for outdated trait list sometimes remaining on the left side of the screen after depossessing
Items
Skeleton Key no longer appears in Loadouts
Fix for player not being able to drop guns purchased from War Zone soldiers via Art of the Deal
Fix for Wrestler throwing Lamps causing Cube of Lampey to lose 2 charges instead of 1
Bracelet of Strength will not lose durability when hitting NPCs that cannot be damaged
Knife is lower on the hierarchy when the game selects a new weapon for you
Slave Helmet Remote is destroyed when you free a Slave
Fix for Taser’s recharge timer freezing if it is placed in an ATM while recharging
Fix for certain items not working properly when used from multiplayer client after a Continue is used
Status Effects / Traits / Special Abilities
Fix for Electronic players being damaged by water when in Ghost form
Cannibalize and Bloody Mess cancel each other out in character creation
Fix (again) for cases where certain removed traits could still show up in the game
Fix for Mech often having slightly less oil than it's supposed to if you run out of oil before refilling it
Lasers are not triggered if the player is Shrunk
Fix for empty Mech sometimes being Aligned with the player due to Random Reverence
NPCs who are infected with Zombiism will consistently blow up if their Slave Helmet is destroyed, rather than sometimes coming back to life
Playing as a custom character with The Law and Scumbag Slaughterer, scumbags will be marked as Guilty before they turn hostile
If a player hits a Generator and triggers it to explode, they will receive the benefits of Blaster Survivor and Blaster Master even someone else hits the Generator in the interim
Fix for player retaining “I’m Outtie” speed when swapping the trait for something else
Fix for some status effects not fully clearing when depossessing custom NPCs
Fix for Bartender being Loyal toward Shapeshifter following possession if Super Special Abilities have been unlocked for both characters and the mutator is active
Fix for status effects and traits not always showing properly on other players in online multiplayer games after Continue
Fix for cases where Tranquilized countdown could continue after a player is knocked out
Missions
NPCs in "Find Bombs" missions are marked as Guilty when the bomb is in their building
Potential fix for issue where bombs in "Find Bombs" disaster might not explode in online multiplayer
When a player is assigned to free a Slave, all Slaves in that building will be Loyal to the player
Big Quests
In the Goon's Big Quest, the player will not be asked to defend outdoor locations
Drug Dealers who are targets in the Assassin’s Big Quest cannot take a Resurrection syringe
Level Generation
Fix for cases of incorrectly placed Water Pumps near lakes
Artificial Intelligence
Fix for cases where Thief NPCs would attempt to use Stealing Glove on objects
Fix for custom NPCs not displaying dialogue when telling jokes or laughing at jokes
Fix for NPCs with Hearing Blocked being able to hear the player operating Turntables
Fix for cases where NPCs could move with the wrong type of physics (i.e. ice physics)
Fix for NPCs becoming "fans" of musician when performing certain types of important actions
Musician will not make requests that involve NPCs that are already employed by the player
Slavemasters cannot become fans of the Musician (they shouldn't leave their Slaves)
Mind Controlled NPCs can now use items that they have been given by the player
Fix for NPCs "witnessing" assassination in Assassin's Big Quest while the player is teleporting
Fix for Slave remaining Submissive if the player frees the Slave via hacking their helmet
Fix for prisoners not being able to fight one another
Fix for Cannibals not attacking NPCs who did not originate in the current level
Fix for NPCs becoming hostile toward the player for hacking Slave Helmets when they are Loyal or Aligned with the player
Fix for NPCs not protecting property after being depossessed
Freeing Slaves by enslaving their owner and then freeing them causes them to become Loyal
Text
Modified Big Bullets description to account for other non-bullet projectiles
Multiplayer
Safeguards to ensure fix of issue where host was unable to move more than a couple feet before reverting back to the previous position
Fix for NPCs that are Mind Controlled by multiplayer client not being able to melee-hit other players properly
Fix for extra damage numbers appearing over multiplayer client's Mind Controlled NPCs when they are hit
Version 93
Here's another 60+ fixes for ya! As long as bugs exist, I'll keep fixing 'em, so keep those reports coming in! And in other news...
So, how's that sequel coming? While I've still been spending most of my time working out the technical details involved with adapting Streets of Rogue's systems into a large open world (no small task, let me assure you), I did get a chance to implement a couple of new features. The first iteration of vehicles has been added to the game! No actual roads yet, but they exist, can be driven by the player, NPCs know how to use them, etc. In addition, I've begun work on day/night cycles and NPC daily schedules. These new features should open up a lot of interesting gameplay possibilities.
Stay tuned to these patch notes and in the Steam forums, I'd like to continue sharing these little progress updates with you over the coming year.
Version 93
Level Editor
Fix for scrolling menu disappearing if the player used the mousewheel on the Default Goal menu
Graphics
Fix for weapon selection sprites fading in and out too fast with vsync turned off
Fix for cases where highlights of certain objects could appear the opposite direction they were supposed to
Fix for visual appearance of certain wall tile configurations being incorrect
Fix for certain cases where objects might not appear highlighted when the player is next to them
NPCs appear transparent instead of invisible if they have Invisible while under the player’s Mind Control
Fix for Zombies having incorrectly colored eyes after being Mind Controlled
Fix for Mech Suit appearing with Gorilla head during Ape Town mutator
Fix for custom players potentially having incorrect eye color after entering Mech
Fix for Diminutive players appearing to have full-sized head after entering Mech
Fix for player target appearing on the screen if the player moves the gamepad’s right stick while on the quests/map screen
UI / Controls
Fix for cursor control not always working on quests/map screen when using a gamepad with vsync turned off
Fix for player continuing to rapid-fire attack after switching from rapid-fire gun to another rapid-fire gun while holding button
Fix for time limit sometimes appearing incorrect at the start of levels on multiplayer client
Fix for Mech Pilot being selected on character select if a custom character dies while piloting a Mech
Fix for incorrect character being selected after death when player 2, 3 or 4 had selected the Supercop/Supergoon/Upper-Cruster
Fix for some menus closing when the application loses focus and then gains it again (doesn't work 100% of the time)
Fix for a button’s text not always appearing on the character creation workshop submission form
Playfield Objects
Player cannot tamper with deactivated Laser Emitters
If a player is hoisting an object (as Wrestler) in coop mode and they fall into a hole, they will no longer be holding that object after respawning as a ghost
Fix for Lockdown Walls not functioning in Mixed-Up Environments
Fix for player being able to hide in bushes that already have someone hiding in them
Fix for player being able to get stuck behind certain objects while roller skating
Items
Players who add health-based consumables to custom characters receive 3 items initially instead of 1
Playable Upper Cruster now starts with Walkie Talkie
Players with Pacifist can't use Time Bomb and Remote Bomb
Player will not receive Time Bomb as a quest reward if they have Pacifist
Fix for War Zone NPCs not dropping items after death that they picked up on the battlefield
Fix for melee items in shops only having 100 durability instead of 200 on multiplayer client
Fix for Bear Trap and Paralyzer Trap not triggering Killer Thrower
Status Effects / Traits / Special Abilities
Players with Zombiism and Class Solidarity will not be able to hit Zombies and vice versa
Fix for cases where player could receive an upgraded version of a trait as an end-of-level reward when they did not have the original trait
If player with Blaster Survivor is Mind Controlling someone who causes an explosion, that explosion will not damage the player
Fix for Stealing Glove not working when used on multiplayer client’s character
Fix for player being able to get traits that were removed from the game via swapping at Augmentation Booth
Knockback King and Walls' Worst Nightmare cancel out Near-Harmless, and vice versa
If a player extorts someone who they have enslaved, the extortion will have a 100% chance to work
Fix for NPCs not retaining their “Extorted” status after being Possessed by the player, allowing the player to re-extort them
Fix for player receiving revenue from extortions after Depossessing on the first level
Fix for Blaster Master not triggering if one of the player's Slaves is killed and their helmet is destroyed
Mechs who have been Shrunk can fit through Doors and Windows
Fix for Clumsiness Accepted sometimes applying in cases where a player opens a door rather than breaks it
Potential fix for some players retaining traits that they shouldn't after possessing or depossessing
Sound
Fix for rapid-fire gun sound effects sometimes continuing to play if the player switched weapons while rapid-firing
Missions
Fix for player not receiving Alerted/Killed No One bonuses on missions where the target NPC is wandering around the level
Fix for quest marker disappearing from over Slave that the player is meant to free for a quest if the player enslaves their owner
Big Quests
Fix for cases where Crate would not spawn on Scientist quest
When the player has Brute Force Progress, NPCs hiding in Manholes will jump out, allowing the player to complete the quest
Fix for Cop Bots that are spawned as part of the Hacker's Big Quest not attacking custom characters who don't have the Laptop
Disasters
Ghosts are no longer removed from levels that have Radiation Blasts, Lockdown, or War Zone
Artificial Intelligence
Fix for NPCs who live in the same building as a quest target being classed as Guilty despite having no relationship to the target
Fix for cases where the player's slaves could explode when the player teleported
Fix for player being able to obtain Slaves when their party is full
If you free one of your Slaves after extorting them, they will remain Submissive
Fix for cases where Frozen NPCs could talk
Fix for Upper Crusters running away during the No Cowards mutator if Alarm Buttons do not exist
Text
Fixed some translation errors
Corrected Electro Pills description, which incorrectly stated that your punch would cause a static charge in addition to your body
Corrected “Continue?” description to be more accurate
Corrected “No Cowards” description to be more accurate
Multiplayer
Fix for cases where host could not move after dying
Fix for cases where NPCs could appear to warp to the bottom-left corner of the map for a split-second on the host
Improved knockback-related synchronization between client and host
Version 92
Hello again! Here's a spooooky Halloween update!... Well ok, not really, aside from a couple of Werewolf references in the patch notes. Over the past month, my time has been divided between a few things:
Work on the open-world tech that's powering the Streets of Rogue sequel. It's getting to be in really good shape, to the point where I can shift focus to work on other new aspects of the game.
Good old fashioned bug fixing. As I've mentioned in earlier updates, the sequel is using the original game as a base to work from, so I try to focus on bugs that could potentially carry over from one game to the next.
Work on the upcoming Microsoft Store version of the game, which will be releasing next month.
Version 92
Graphics
NPCs in the player’s party who go invisible will appear transparent on the screen
UI / Controls
Fix for online game listing’s scroll position appearing incorrect when selected with gamepad
Fix for ice not having an effect on player movement if the player teleports onto it
Fix for Big Quest map markers disappearing if the NPC turns into a Werewolf
Playfield Objects
Fix for issues stemming from objects being hit by two sources at the same time and being destroyed
Fix for cases where NPCs would be given low player-interaction priority when they shouldn’t have been, making it difficult to interact if the NPC was near a door
Open doors are given a low interaction priority
Items
Auto-Equip Weapons setting no longer affects auto-equipping armor
Fix for certain relationship properties not being reverted when Memory Mutilator is used
Bartender can no longer drop or otherwise lose the Drink Mixer
"300 Money" in character creation costs fewer points
Status Effects / Traits / Special Abilities
If the player is wearing Roller Skates or is on ice, they will stop moving if they begin arresting/enslaving/etc.
Hacker does not have the option to Install Malware on the final level
Player will not receive Teleport Happy as a reward if they have No Teleports
Roller Skates cancels out Chaaarge in character creation
Fix for player not dying if they end the game while Charging with Juggernaut or Super Special Abilities
Fix for health loss not always being calculated properly if the player is hit while Charging with Juggernaut or Super Special Abilities
Artificial Intelligence
Fix for certain cases where player could not interact with their party members until entering a new level
Fix for Slaves sometimes continuing to do tasks after becoming mutinous
Fix for Slaves sometimes fleeing after becoming mutinous despite having their helmet on
Fix for some cases where an NPC in the Deportation Center would exit the door and the Bouncers wouldn't care
NPCs do not walk back and forth while they are attacking inanimate objects
NPCs have shorter delays between melee attacks while attacking inanimate objects
Player does not have the option to give items to Slaves that they have freed
Fix for Mobsters ceasing to mug the player when he is hidden in a bush
NPCs in the player’s party who have Camouflage will attempt to use it when the player becomes invisible
NPCs who were chasing the player for certain reasons won’t attempt to chase them through lockdown walls
Fix for Firefighters not being able to put out fires in Bushes
Custom NPCs with the Werewolf Transform ability can actually use it now
If you enslave a Slavemaster, you will also gain full control of their slaves
The player’s Slaves will become Submissive to other NPCs who join the player’s party
Fix for prisoners not recognizing that they can escape a jail cell if the Door Detonator on the door is disabled via EMP Grenade or Power Sap
Fix for cases where Submissive NPCs would become hostile toward the player if the player attacked one of their friends in certain ways, such as with Freeze Ray
NPCs with Electronic will not flee buildings due to spewing gas
Fix for cases where an NPC would begin to follow the Musician, but would not be able to bypass their own house door
Performance
Fix for small performance drop when Bushes are shaking
Multiplayer
Steam multiplayer is compatible with Microsoft Store version of the game
Level Editor
Fix for 'attached to wall' objects that the user places in the level editor appearing in a different direction than specified
Other
Full support for Microsoft Store added
Version 91
Following up on last week's post, I've deemed version 91 ready for release! Thanks to all who helped me test this. The primary reason that I did a beta test before releasing this build was because I updated the Unity engine powering the game to a much newer version.
If you run into any issues with the new version that we didn't catch, please let me know!
Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below.
Version 91
UI / Controls
Fix for player being able to change their multiplayer username if they began a LAN game and then started hosting an internet game
Certain prohibited words from the bad word filter are now allowed
Items
Fix for players being able to give away Bomb Processor and possibly other important items as a bribe
Fix for Paralyzer Trap causing hostility when the player uses it on someone while invisible
Party members and mind controlled NPCs are no longer affected by Memory Mutilator
Fix for items disappearing if the player is dragging an item with the mouse, then picks up an item creating a full inventory, then attempts to drop the dragged item
Status Effects / Traits / Special Abilities
Fix for Antisocial not canceling out Bodyguard, even though the reverse did cause a cancellation
Players with The Law will not receive Friend of the Common Folk or Random Reverence as rewards
Fix for player being able to use Power Sap on dead robots
Fix for upgrades to the player's starting traits being considered non-starting traits (affects whether the player keeps them during transformations)
Stats / Unlocks
Fix for Mech Pilot’s big quest targets sometimes being considered Innocent
Big Quests
Fix for custom characters' big quests changing if they possess another custom character
Disasters
Shifting Status Effects disaster will not occur when playing as a character with the Courier big quest
Artificial Intelligence
Preventative measure to ensure dead NPCs cannot ever pick up weapons
Fix for Cops becoming hostile toward players who chloroform Zombies
Fix for NPCs walking to ending cinematic while frozen
Fix for NPCs becoming hostile toward player for depossessing another NPC when the first NPC is not facing the player
Text
“Quick and Dead” and “Inhuman Strength” trait descriptions modified to clarify that they only apply to NPCs
Fixed a typo in “Extra Health for NPCs” description
Multiplayer
Fail-safe for cases where multiplayer client could lose items and traits when loading saved game
Fix for random multiplayer client errors with bullets
Engine
Unity engine updated from 2018.2.14f1 to 2019.3.7f1
Only one instance of the game can be opened at once
Random seeds from previous versions will no longer produce the same levels as before
Version 91b
Fix for not being able to interact with NPCs sleeping in beds
Version 91c (September 13)
Fix for possessing NPCs sometimes creating a clone
Fix for cases where Augmentation Booth menu could disappear when scrolling
Attempted fix for cases where players were not able to close doors
Fix for cases where gamepad player who is combining items in inventory stops combining for seemingly no reason
Added updated localization files
Beta v91 - Your Help Requested!
I’ve recently updated Streets of Rogue to run on a much newer version of the Unity engine. The game appears to be in good shape from my standpoint, but I didn’t want to release this new version without seeing how it works on a variety of machines. So, I’ve decided to release this as an optional beta update.
If you’re interested in helping me test the new version, whether you're on Win, Mac or Linux, please do the following:
Right-click Streets of Rogue in your Steam library and click "Properties". Then, go to the Betas tab, and select "publicbeta". The new version should start downloading.
If you run into any bugs, send them over to me via the in-game feedback form! Assuming all goes well, I’ll roll out this update to everyone next week.
One other thing of note about this version: I’ll need to drop 32-bit Linux support, as this is no longer supported by Unity. If this is an issue for you, let me know and I’ll see what I can do.
Thanks y’all!
Version 91 beta 1
Unity engine updated from 2018.2.14f1 to 2019.3.7f1
Version 91 beta 2
Fix for multiplayer client sometimes not being able to use the elevator
Fix for bomb countdown clock continuing after all bombs are found
Fix for certain item-related dialogue choices working in weird ways