Overhaul Update #2 (0.32)


Additions

  • Added Harry's Hardware shop in Northmid
    • Added unique character/follower Mystic LaFaye and is guaranteed to spawn there.
      • While the player's follower she:
        • ...significantly reduces fishing timer, and boosts weight of caught fish and amount of crate contents.
        • ...will sell the player drugs on demand 
        • ...can be chatted with for a chance of being given a "treat" (consumables)
    • Added first ever mission to the game: Helping Mystic. Started through dialog with Mystic during her working hours.
  • Added first ever mission to the game: Helping Mystic. Started through dialog with Mystic during her working hours.
  • Not yet added but planned additional features of the shop.
  • Added drug 'Shrooms (item ID #10,  dedicated inventory slot #0)
  • Implemented essential framework for follower system
    • Mystic can be made the player's follower by asking to hang out after her quest is completed
    • Mystic or a "Special Agent" can be spawned with the command /follow1 or /follow2 respectively
  • Certain businesses now close at night: Harry's Hardware, Patriot's Paradise
  • A dozen internal functions, most notably:
    • newmission(mpath)updatemission(mpath), and endmission(mpath)
    •  pay(amount)give(id, amount, iname) and changes to xp(amount)
  • Added buff, drug, and status
    • Using a consumable grants its appropriate buff/drug affect
    • These currently cannot stack, and one type will replace the other (ex coke will replace a weed high)
    • X3 Energy is classified as a drug, probably noteworthy. I don't know what's in it, but it's definitely not just caffeine
  • Added dynamic max stat counters for temporary increases of them (such as the pufferfish's boost to max HP)
    • Added debug tool and cheat /oooyaaa to expand all of these
  • Added ability to take screenshot via /screenie (this will be bindable to a control in the future)

Fixes

  • Fixed tons of odd-and-end bugs, mostly issues with dialog.
  • Player is finally hidden when driving. (Clothes and blood still remain: this will need to be fixed.)
  • Marker position fixed, then slightly broken again. (Needs additional fix.)
  • Fixed night lighting (not sure when it was broken)

Other changes

  • Rewrote dialog to be live action and its events  are no longer dependent on RNG
  • Player cars now drive by WSAD input
    • Mobile versions will handle vehicles by a hybrid system between this, and the original drive-toward-cursor system
    • Also slimmed down scale of Police Cruiser.
  • Game now runs in a minimum 1200x600 resolution
    • This will be increasable in the future, within a 2:1 aspect ratio.
  • Expanded and tweaked credits
  • Began work layering neighborhood images, starting with the crane in The Dockyards, via sw_layer.
    • Issue: Rendering order - additional layer is drawn, but player is not drawn beneath it.

Files

StreetzRPG 032R1.zip 41 MB
Apr 10, 2023
StreetzRPG 031R1.zip 40 MB
Apr 02, 2023

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