Oh, hello there, stranger!  The time-off has come to and end and here we are… time for another development diary for Haulin’ Oats and The Dope Game Remaster.  As I mentioned in the previous post, these diaries are being cut down to every other week.  And, of course, never again once each project launches.  That being said…

Haulin’ Oats

A fair amount of the time after my time-off was spend on The Dope Game’s networking system.  However, what work Haulin’ Oats got was divided between setting up music and polish for the next alpha which should be out sometime this month.


To prevent music from getting horribly repetitive throughout a game session, the music will be set up like a radio.  One song will play then the “radio” will “scan the channels” looking for the next song; like driving in a big rig.  Some tracks have been assembled so far and more are coming.  The current ones will be added into the next alpha version so folks can hear them.

The polish phase is almost done and (I hope) most of the bugs have been squashed.  I’m going to try to jam in the racing feature before releasing it to the folks who have alpha access but we’ll see how that goes.

Also some accessibility features will be added prior to launch.  I have to get in touch with some folks to go over what all needs to be added and then create a plan to add it!

The Dope Game Remaster

Most of the work done around my time-off has been networking.  This is actually a drawn-out process; especially when testing it against yourself on a LAN.  Nonetheless, the Steamworks integration is going pretty well.


All the lobby stuff, after multiple iterations, is now done.  So far all the testing works, thanks to pulling some stuff from other CoaguCo games.  Currently I am implementing the multiplayer P2P framework in the game itself so folks can run around and slang together.  Well, more against each other.

You will be able to play against six other friends or foes though currently there is no option to join an in-progress game.  While it was considered, I think it might be too hard to catch up once a match starts.  However, maybe down the road that will get added.

Next update I will talk more about the character and server customization.  There will be a decent amount at launch with some add-ons over time.

More on that next time, folks!

Why hello, sweetlings.  It is time for another week of development diary entries for Haulin’ Oats and The Dope Game.  Also I will be taking the following week off of development to do some real-life stuff instead and will be changing the dev diary schedule to twice a month (every other week).  Yes, the applause is deafening but please remain calm… here are this week’s updates.

Haulin’ Oats

This week was all about getting that multiplayer up and running.  As you can see below, something that was visible in the current alpha (I think) is the hosting settings.  These are now functional.


All of the lobby set-up functionality as well as server list functionality is now in the next alpha build.  In-lobby chat also works.  Still tinkering with kicking players from the lobby though.  Avatars should show up next to each player too.

Now the focus is shifting to making the game playable.  Luckily there were hooks already for bots / remote players, so it’s just all about adding in the client-server functions to talk to these.

When the next alpha version hits, this should all be ready to go.  Expect that, probably, in August at some point.

The Dope Game Remaster

Combat was the name of the game this week.  And a lot of changes were made since the last version, like armor, multiple enemies, better healing, etc.


So yes, armor is now a thing.  It will be depleted before health except on criticals.  It can be purchased from Pinky or the Shady Merchant.

You can also now heal your crew in combat from the heal menu.  This will hopefully keep them in better shape during rough fights.  And speaking of rough fights, NPCs can now call in allies; there can be up to five different opponents in one fight.

There were also some minor tweaks to rewards, how buttons are laid out (no more accidental surrender), and more.

That’s it for now.  More in two weeks!

Hello, friends! We are gathered here today for yet another development diary for Haulin’ Oats and The Dope Game remaster.  No time to dally, let’s get into it.

Haulin’ Oats

This week not a whole lot of exciting stuff got done for Haulin’ Oats.  Mostly worked on improving things under the hood as well as completing more cards for the game; given there are currently 75 cards per deck planned.


Despite all the art still needed, my goal is to move ahead and get the multiplayer functional for alpha v0.0.3 then backtrack to the issues list and get those ironed out.

Oh, and per last post, here is something for the quickest of you who actually reads these things (9YXL6-VCPVL-KGER7).  There will be three more popping up in randomly places.  Or maybe they are actually in this dev diary entry but different in the other places it is officially posted?  Hmm.

The Dope Game Remaster

The Dope Game got a lot of love this week.  More restructuring of the underlying code happened to make things more efficient.  Basically gutting the whole system.  This ended up happening because of a few more features added to the game from The Dope Game 2, as tests.

Like you’ll notice in this screenshot.  You can actually donate a few “unneeded” organs to make some cash; some with unintended side-effects.  You can also now treat conditions, primarily the one you get when the old lady on the bus sticks a syringe into your neck.  Additionally you can now heal your crew members at the hospital.

There are some other new features that will be covered next week along with related screenshots to really give you a visual of what is new.  Lastly the Russian version of the game may be delayed a bit longer due to the new script not being complete and getting those changes in place.  However, it shouldn’t be delayed too much.

Well, that’s it for this week.  More coming soon!

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!