If an NPC is Hostile toward you, a red circle will appear beneath them. Warning message appears when saving a chunk when walls are placed at the chunk edgesįix for yellow quest boxes appearing during gameplay when testing levels from the level editorįix for NPC talk text always appearing on a single line when displayed in-gameįix for issues with text disappearing when creating Sign text and NPC Talk textĪdded “Alignment Circles” setting in Gameplay Settings, which defaults to On. Player is shown the main menu after pressing Esc while testing a level, instead of immediately exiting the level Streets of Rogue is never finished!Īnyways, that's all for now.
STREETS OF ROGUE MUTATORS CODE
Since the next game will be built off the same code base as the original, I’ll be continuing to fix bugs and make beneficial changes, with the probability of some new content along the way. What does this mean for Streets of Rogue? While my primary focus will be shifting a bit, updates will still be coming. So if you have suggestions, always feel free to drop me a line! Frankly, I don't even have much of a design doc at this point, just a general idea of where I want to go. I just wanted to give you an idea of what I’m up to. It’ll be awhile before I have anything solid to show. My next steps are basically “experiment with new tech and toy around with new systems”.
My hope is that the stability of my existing work will allow me to focus on expanding the structure of the game world (.open world?) and adding a bunch of fun new systems (.vehicles?) while spending less time on bug fixes. Just take a look at the scores of Steam changelogs to get an idea of what I’m talking about.
Much of this time was spent turning some extremely open-ended systems design into something that was relatively polished, as opposed to a complete janky mess. So, I’ve decided to begin work on a sequel! I’ll be expanding directly from the existing six-years-in-development Streets of Rogue code base. I’d like to take Streets of Rogue in some big new directions, but it’s tough to do so within the current structural confines of the game I’ve created. It's become more and more difficult to add new features to the game that are impactful, but won’t break the existing game or fundamentally change the gameplay. Streets of Rogue has now been in development for over six years, with the game being playable from start to finish for nearly two years.
STREETS OF ROGUE MUTATORS UPDATE
While I don’t have a solid update timeline, rest assured that the game will eventually be updated to match the PC version. My publisher and I have had some at-times unusual certification issues that have caused major hold-ups.
It’s not quite there yet, which is why I wanted to do this interim update.įor anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. While this update doesn’t contain any new content, I actually have a bunch of new stuff almost ready to drop.
STREETS OF ROGUE MUTATORS FULL
Check out full details on the sequel and the upcoming content for the original below. Not only is he working on a major update for the game, there's also a sequel in development! It'll be quite some time until the sequel releases and we don't know platforms, but we do know that the upcoming content update for the original will eventually see its way to Switch. The developer behind Streets of Rogue has been extremely busy.