Hey, my dearest reader.  The Steam Game Festival is now over and the Steam summer sale is upon us.  With a week off from dev diaries there is a bit to talk about, but it’ll be short and sweet.

Haulin’ Oats

A big thanks to all the folks who checked out the demo during the Steam Game Festival.  I got some decent feedback and glad people enjoyed it.  The demo will reappear closer to the full release this fall.

Armed with new details, the next alpha version should be out in early July.  I’m aiming to have achievements functional as well as stats and some more glitches ironed out.  Maybe, if we’re lucky, have multiplayer functional too.

Also I will be giving out four (4) beta keys to some folks during the Steam Summer Sale starting this coming Monday.  Keep an eye out on the CoaguCo Twitter account, the CoaguCo Steam group, and the Haulin’ Oats community page.

The Dope Game Remaster

Now that the Steam Game Festival is over, work has resumed on The Dope Game’s remastered version.  As you can see below, all the characters are looking pretty for the new version.

More assets are being drawn every day and I’m trying not to chuck in any more features from The Dope Game 2.  Though the idea is to have a few just to test how they will work for the sequel.  Working on the game again at this level has been fun.  Hopefully the beta version will be out in July at some point; probably near the end of the month.

I’ve also been trying to get feedback on how to approach the remaster version; things like:

  • Make it a new app?
  • Make it a full update for the main game but with a new, higher price?
  • Make it a full update for the main game but at the same price?
  • Make it a DLC?

Time yet to figure it out.  Feel free to throw in your 2 cents!

Until next time!

Why hello.  I see you are here for yet another development diary for Haulin’ Oats and The Dope Game remaster.  Well, no reason to waste any time, please sit down.

Haulin’ Oats

Have we discussed this before?  The Steam Game Festival?  Surely we did.  Either way, it starts next Tuesdays and the demo will be available during that week.

As you can see here, the gameplay trailer for the store page is live!  Speaking of, the store page is also active currently.  You can go over and check out all the details and wishlist if it you so choose.

This week was spent polishing up both the demo and alpha v0.0.2 for the masses.  Which reminds me, if you are in the cast, crew, a guest, or an early adopter, your Steam keys are now available in Itch.io!  While you can redeem them now, you will have to wait until Monday night to get a hold of the new alpha version.

If you are none of these people, you can just download the very limited demo on Tuesday!

The Dope Game Remaster

Sidelined yet again, The Dope Game remaster saw very little work this week.  However, things will resume to normal after the Steam Game Festival is over.

In the meantime, here is a screenshot of the new bus map.  It shows off the new location: the Starkham Docks.  It includes a new NPC and sub-location: Jenkins, from One Way To Die and Into Oblivon, and The Bootleg Distillery.

Both are a tie-in to Into Oblivion’s upcoming DLC: The Brewmaster.  More on that later this year though.

Well, that’s it for now.  It’ll be radio silence next week due to the SGF but I’ll be over there doing stuff!

Hey there, cool cats and cats.  Another week has come, ushering in another brief update on what’s going on with Haulin’ Oats and The Dope Game remaster.  Here we go.

Haulin’ Oats

So the Steam Game Festival has been pushed back to June 16th - June 22nd.  That’s a whole other week of additional polish for the demo and whatnot.

As you can see above, the trailer for the Steam Game Festival is already live.  It is a spoof on old Wilford Brimley Quaker Oats commercials.  A huge shout-out to Stephen Knowles for his awesome narration in the trailer.  Also a huge shout-out to El Castor for the music track in the background (which is used in the game too).

The game’s Steam store page will be active this weekend after a few tweaks.  Since the game is still in alpha, it will probably change a few times before release.

Despite the Steam Game Festival being pushed back, the next alpha will be out next week and keys will go out.  The demo will still be locked until the 16th.

The Dope Game Remaster

As mentioned last week, there is very little news about The Dope Game as all time was focused on getting Haulin’ Oats ready.  That being said, a little more work was done on the underlying systems and doing a few play-tests on the upcoming beta version.

Next week there will be more Dope Game news and even more Haulin’ Oats news.  Stay tuned!

Hey there.  Gnash your teeth and weep for joy because it’s time for yet another dev diary update for both Haulin’ Oats and The Dope Game remaster.  First up…

Haulin’ Oats

This week was pretty much checking some small things off my list like updates to the HUD.  Mostly for spacing of objects (status effects, items, etc) and tweaking the behavior of said object changes.  Tweening sprites and whatnot.

Most of this “polish” is for the Steam Game Festival demo and soon to be available alpha v0.0.2.  I know, I know, it has been mentioned a few times and it is close at hand but not quite yet.  And, as I mentioned, not quite with multiplayer.

The card drawing system (Encounters, Resources, and Incidents) also got some love.  Mostly cosmetic but also functional.  Rebuilt the deck notification system and how cards are stored by the user; which also helps with how they are used in the game.

All in all, nothing dreadfully exciting.

The Dope Game Remaster

Prepare yourself… the update will not be ready tomorrow.  In fact, I am postponing the remaster release until the end of summer.  Why, you ask?  I’m further behind than I expected and have more polish to add.  Plus I’d like to have more time for the beta testing as well as time to get The Stash DLC up to snuff too.

That being said, here is an updated version of the inventory.  This new layout offers more interaction with crew, drugs, and equipment.  Also note that armor is now a thing.

I spent some time overhauling the API system and the drop / find system.  You can now drop armor, weapons, drugs, and cash in any quantity and everything gets stored in the database for you or others to find.  Previously you could only lose one of each type and, if it wasn’t found before you lost another, it would overwrite the previous one.  Now there will be a smorgasbord of things to find.  Also, they are linked to the area of town they are lost.  Meaning that they can only be found there instead of randomly anywhere.

That’s about it for now.  Next update will be just before the Steam Game Festival so expect more Haulin’ Oats news and a bit less about The Dope Game.  See you then!

Hey there, scallywags!  Another week, another development diary, another trickle of information during crunch time.

Haulin’ Oats

This week was more polish and more preparation for the Steam Game Festival.  The demo, thankfully, was approved and is ready to go. 

Since it has a separate repository from the main game, all of the changes I am making have to be ported over.  That sucked up a lot more time than I expected really; even though each each activity / interface is its own scene in Godot. The cards being the biggest pain in the ass, which required rewriting some underlying systems.

That being said, the next alpha should be out around the same time as the Steam Game Festival (early June).  Steam keys have been procured and will be distributed that week.

The Dope Game Remaster

Tried to crank out the last remaining environment assets this week.  They seem to take about a day a piece actually.  By that math, I didn’t get many of them done.

In between assets, I went in to check some things off my list.  Kind of a double-check before pushing things to the beta branch.  If I am still going to hit my May 30th deadline (which is about a week from today), the beta branch will probably end up with a very small window.

That being said, multiplayer will probably end up being patched in after May 30th.  Most of my time has been sucked up revamping the main portion of the game itself and multiplayer still requires a lot of additional testing and functionality before it is ready for prime-time.

That’s about it for now, next week will hopefully be news on the imminent release of some things!