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! Time for yet another weekly update on what the hell is going on.
Networking, networking, networking. All that was done this week was getting the net-code added in; all Steamworks stuff. Even put together some crude interface for multiplayer.
Right now lobbies can be made and joined. Player avatars get pulled from Steam and displayed. Servers can even be joined. There are more tweaks, beyond the visual, that need done plus a lot of testing.
The next beta version is basically waiting on this to be done before it is uploaded, thus modes will not be changeable at the time.
The Dope Game Remaster
This week I got side-tracked on working on multiplayer for The Dope Game and got bogged down in redoing all the Steam and Itch.io assets.
Here you can see the new capsule and game icon. Also had to go through the wide variety of capsules, titles, and icons for everything.
Also, I am aiming to release the remaster version on the fourth anniversary of the game (May 30th). That should give enough time to get it all done. I think.
That’s it for this week. Hope to have something more exciting next week!
A few days later than late but here nonetheless. Time for another weekly update.
Mostly another week of graphical tweaks but there was also multiplayer…
You can see above, the main menu has some letter shadowing added to make it more like the newer logo. Also makes thing pop a bit more and easier to read.
More importantly, multiplayer stuff has been added in. A lot of the Steamworks functionality is in but nothing has been tested just yet. The first test, lobbies and servers, will probably be next week. Then there is a bunch of overhaul to make the game work with it.
The Dope Game
More drawing this week. A never-ending onslaught of art assets to be converted.
As you can see above, the Sweaty Mike’s lair got a facelift this week; though the shading isn’t don’t yet. While the list of assets that still need swapped over is long, it is probably time to get the multiplayer up and functional too. Hopefully next week’s update will be more about multiplayer!
Hello there. It is that time again for another weekly update on what’s going on with Haulin’ Oats and The Dope Game remaster. Enough introduction to a thing you may or may not read, let’s get into it.
It was yet another art asset week and fixing up some minor bugs in the character selection process. Even hooked in the Steam username functions.
HUD trays were also updated; though in this screenshot they show up in their debug state. Now they will only show what items the player has and slide back under the top portion like they did in pre-alpha. There is a little animation where the slide back out when an item is received or taken. And, of course, can be toggled at any time. Granted there is a reason I switched it before, and surely that’ll come up again.
Now that the character selection process is fixed up and redesigned, all attention this week is to updating the last of the squares and testing them for bugs. Then on to adding in another win condition: placed wins.
The Dope Game
The art just never stops. This week was more redrawing character set-pieces for each interaction.
As shown above, each character was redrawn with a lot more detail and some changes made; mostly because up-scaling never really works. Surprisingly, these character set-pieces take a lot more time than one would expect and will probably go on for the next two weeks of updates (surprise, surprise). The environment shots take even longer.
Nonetheless, everything is a 1:1 drop-in so no code needs changed out for any of this thus saving some time down the road.
Well, that’s about it for this week. Join me next week for another rather uninformative update on where things are at!
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.