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.
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…
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.
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.
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.
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.
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.
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.