To escape the city of Starkham and start your new life, you get your friend Preston to set up a meeting with the local loanshark, Sweaty Mike. After foolishly borrowing $2,000 to start your fledgling drug dealing career, you embark on a timed mission to sell as many drugs as possible throughout the city. However, you must evade the police, make sure not to piss off the locals too much, and navigate an ever-changing drug market.
Visit locations like Crockfort, Pinky's Gun Emporium, Murphy's Lake, The Noose & Rafter Bar, Hillside, Saint Jaysus Memorial Hospital, and more to interact with people and buy or sell a variety of drugs. Almost everyone you meet can be fought or bartered with in some manner.
The Dope Game, the newest game from CoaguCo Industries, It is a take on John E. Dell's 1984 classic game Drugwars, where the player goes around New York City trying to make as much money as possible selling drugs while evading the police. But this isn't New York City. Or 1984. The Dope Game takes place in the fictional city of Starkham, Blannington, most infamously known from our previous games One Way To Die and Raise Your Own Clone.
The game features original music by Macabre Gandhi and fully hand-drawn art assets by GP Garcia. For those of you unfamiliar with the premise, here is a fancy list of game features:
15 locations around Starkham
16 different drugs to buy and sell
35+ (barely) different weapons
8 different game lengths to play
Listen to the old lady say lots of things on the bus (unlocks stuff sometimes)
Borrow money from the loanshark (and maybe pay it back)
Interact with (and fight) a variety of townspeople
Randomly lose drugs, money, or weapons and possibly find those of other players
Hire crew members to fight with you, including animals
Random generated crew members: names, weapons, health, damage
Full soundtrack by Macabre Gandhi
Fully hand-drawn game assets
Holiday, NSFW, and hard modes
A variety of random mechanics to make each game unique(ish)
Back up statistics on CoaguCo's server and Steam
Owners of One Way To Die (dude, it's free) and/or Raise Your Own Clone will have access to additional bonuses in the game's special locations, The Finningan Brothers Fun Park and Dr. Stansfield's Cloning Lab, respectively.
The Fun Park provides a new NPC to interact with, Bill Finningan, as well as allowing you to sell your wares to park-goers. Owners of One Way To Die will get a random park animal for free after doing a favor for Mr. Finnigan and then heavy discounts on additional animals.
The Cloning Lab provides another new NPC, Dr. Stansfield's nephew Marsch, who allows you to stash drugs there for your next run. However, he may just do some of them. Owners of Raise Your Own Clone will also get heavy discounts on their storage fees and more strict care from Marsch with their belongings.
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…
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.
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!
Hey there, fellers! It is that time again, you know the one; development diaries for both Haulin’ Oats and The Dope Game remaster. I’ll keep them brief, as is tradition.
This week was a crunch to get the demo submitted for the Steam Game Festival and, by the skin of my ass, I made it. The demo is based on the alpha version 0.0.2 build that you early adopters will get access to soon (and on Steam, no less); more on that a little later.
The demo will be available at the start of the Steam Game Festival for the public to try. It limits you to just singleplayer, with only the basic five drivers, co-pilots, and pets. Encounter, Resource, and Incident cards are limited to the first 10. Everything else should function as normal. Oh, except you only get one lap before the demo ends; however, you can replay it over and over to get a taste of the whole board.
This demo will also be updated as alpha testing and beta testing continue. It will also turn into the game’s official demo at release.
Back to the next alpha build, I am currently doing one more big polish and bug pass before uploading it to Steam. I don’t have an exact date but I’d say very soon. Once that gets uploaded, the Steam keys for cast, crew, early adopters, and some other folks will be passed out. The bulk will be available through the Itch.io links you were given previously or in your Itch.io account. The small remainder will be e-mail individually.
A little bit down the road is alpha version 0.0.3 which will have multiplayer and Steam achievements. Hopefully this will also be the last alpha version before moving into beta as all the systems will be in place and just need tweaked.
Oh, and a trailer is being worked on too…
The Dope Game Remaster
Honestly, not a lot happened with The Dope Game this week as almost all the time was spent getting Haulin’ Oats’ demo ready. Nonetheless, there was some work done though it was mostly bug-hunting.
Here is a screenshot of the main menu now. You know, for shits and giggles.
I was going to upload the new store graphics and Steam assets, as well as new achievement icons but after getting everything in place it just seemed a bit confusing. You know, considering it doesn’t match the current version that’s available.
That being said, the beta branch should get some love soon. Still hoping to hit the May 30th deadline and 4-year anniversary of the game’s launch, so I should get back to it.
Fixed: price fluxation for Speed going in the wrong direction
Fixed: dealing amount input box, made it fit the graphic finally
Fixed: minor spelling mistakes
Fixed: minor graphical issues
Fixed: issue with walking from location to location
Fixed: issue where Nurse's damage animation would loop
Fixed: issue with CoaguCo server API not accept new Steam statistics
Fixed: missing auth_code, now creates a new one if it is missing when player logs in
Fixed: what looks like debt coming back out of nowhere, actually text glitch
Removed: server statistic pulling, now only using local file or Steam for loading statistics
Version 0.4.0 - Acid [ 05/12/16 ]
Added: tooltips to statistics
Added: randomized event where you lose money, drugs, or your weapon
Added: randomized event where you find lost money, drugs, or weapons
Added: various endings, how many times experienced, and globals to stats
Added: random increase/decrease in drug prices
Added: dealing amount turns red if you don't have enough money or space
Added: Salesman who sells you backpack upgrades
Added: a LOT more old lady dialog, for real
Added: debt increases each day
Added: hooks for player to be drugged (watch out!)
Added: space key to dialog progression (hit space for next message)
Added: additional music tracks for city and special locations
Changed: made the HUD text slightly more visible on light backgrounds
Changed: various script layouts for, hopefully, increased performance
Changed: database structure for housing lost/found things
Changed: 'Perfecting Savagery' achievement from needing $25,000 to $15,000
Changed: combat victory spoils to reflect larger inventory space
Fixed: pause buttons not working in some areas (weren't connected?!)
Fixed: glitch where you can pay off your loan repeatedly even after it is paid
Fixed: spelling of Schorf in transit script
Fixed: displaying correct number of days in IOU interface
Fixed: glitch where changing drug while amount is entered doesn't change total cost
Fixed: small glitch where changing from buy/sell after amount is entered doesn't reflect correctly
Fixed: issue where logging out doesn't unset menu message
Fixed: achievement popping up incorrectly
Fixed: old lady conversation not progressing when ENTER is pressed
Fixed: salesman conversation not progressing when pressing 1, 2, 3 to process choice
Fixed: salesman graphic
Fixed: combat victory spoils not being counted toward total or sessions data
Version 0.3.0 - Acid [ 04/08/16 ]
Added: if player is past due on their loan, Sweaty Mike will hunt you down!
Added: various keys to interact with game (read manual)
Added: different background screens if player wins game versus loses
Added: rewards for winning combat
Added: disabled states to interact buttons and inputs so it is more obvious your selection is wrong
Added: damage animation/effect to combat
Added: "You are here" markers to bus map
Added: seperate background module for handling that shit
Added: keymap section to options (cannot be changed!)
Added: "e-mail address" and "password" over respective fields in options
Added: message to let player know save data was reset if they choose to
Changed: overall engine from Python/Pygame to Godot
Changed: music module to independent scene
Changed: splash intro sequence
Changed: credit image
Changed: player goes to Garlville automatically after talking to Sweaty Mike the first time
Changed: layout to inventory screen
Changed: slight text in selection screen for back-story
Changed: inventory graphic
Changed: login/register section of options
Fixed: glitch where player could talk to Sweaty Mike again after getting loan to get another loan
Fixed: glitch where player was never caught by police if trying to run away
Fixed: "pause" to "pause" during opening dialog
Fixed: issue with usernames not getting passed to game's database
Fixed: audio glitch that jacks up CPU usage
Fixed: threading issue causing errors, did not affect game though
Fixed: glitch where not all stats would clear when restarting game
Fixed: weird issue with pause locking up upon resume
Fixed: text when cop frisks you and lets you go
Fixed: glitch where critical miss actually caused damage
Fixed: glitch where player could hold more than coat allowed
Fixed: glitch where drug list would not refresh if player walked from dealing spot to special and back
Fixed: player's heat rating not going up after fleeing or defeating the cop
Fixed: glitch where if player restarts game you cannot enter amounts
Removed: ability to toggle HUD on/off
Removed: RPG as a weapon (no real reason)
Removed: resolution option from options as engine handles it on resize
Version 0.2.0 - Acid [ 03/20/16 ]
Added: additional hand-written font
Added: version checking against server master
Added: dialogs with various characters
Added: hidden location for Raise Your Own Clone owners
Added: all music from Macabre Gandhi into the game
Added: map hovers for special locations
Changed: tons of things within the engine (too technical)
Changed: split up certain things into their own modules for ease
Changed: condensed button and state objects for more FPS!
Changed: statistic saving process is now threaded, probably
Fixed: issues with CoaguCo API
Fixed: login and stat retrieval errors, there were lots
Fixed: when fleeing police, the dialog would loop at back again
Fixed: sometimes the 'game over' variable will not go to False after game over screen
Bug: no animations or fades!
Bug: weird glitch where you see a flash of something between transitions
Bug: sometimes the game won't lose when quit (makes me mad)!
Version 0.1.0 - Acid [ 11/05/16 ]
Added: secret location "Fun Park" for OWTD players
Added: all background images for each location
Added: official music from Macabre Gandhi
Added: fullscreen toggle with Super key
Added: new resolutions to display change, including native
Added: hooks for upcoming community features
Added: new splash screens
Added: added hooks for hopeful Steam release
Added: ten new bus / old lady messages
Street Loyalty Code
Been putting in time playing The Dope Game on Linux, Mac, or Windows? Well, we are providing Google Play redemption codes for showing your street loyalty. If you have played the game longer than two hours, you can log in with your Steam account and request your free code to download the Android Edition on Google Play.
Please note that each request is checked by a human so the turn around time may take up to twenty-four hours.
Street Loyalty Code Sent
Thanks for playing The Dope Game! We will be sending out your Google Play redemption code after we have verified your play-time. If it has been longer than twenty-four hours since you requested it, please check your spam folders in case the code was placed there.
Also note that if your play-time is not two hours or longer, you will not receive a redemption code nor an e-mail.