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Regulators News

Public DEMO coming

[h2]Steam Next Fest Demo[/h2]

It's coming! A publicly playable demo, as part of the Steam Next Fest, and even tho the game still has a long way to go I do think the core mechanics are there and a starting amount of content is there to experience (and hopefully see) the potential of the game. So few more weeks!

We are a few versions further since the last update, and that also means a lot has been done! The latest devlog talks about some cool new "mini tasks" added to the game, which really enhance the gameplay!

[previewyoutube][/previewyoutube]

[h2]This weeks changes-list:[/h2]
I skipped a few of these updates, so the list is fairly long this time just to have a complete overview for reference - skipping the various bug fixes (would triple the size of the list!)

  • added: if all player-controlled characters die - end mission (Failure)
  • tweak: moved skill-set AI to triggersystem (can now handle multiple at once)
  • added: buffs and debuffs to building-placement
  • added: effects of buffs and debuffs to game code
  • added: game starts with placing HQ
  • added: nightvision lights when power is cut off
  • added: city-view cars can drive over pedestrians
  • added: city-view pedestrians can start shooting at each other (based on how violent the city has become)
  • added: countdown numbers to grenades
  • added: countdown to C4
  • added: if player enters tiny room with 1 door, AI should not follow (unless player inFight mode)
  • added: Enemy groups running in when "interacting" with items
  • added: health-bars above character when restoring HP/resting
  • added: showing mission-progress in HUD
  • added: Music loop when turning on music (record player)
  • added: tiny effects to the city-view (construction debris, smoke, etc)
  • added: setting to "Show AI marker"
  • added: draw generic "scorched" debris things from metal+wood that can be used when ANY furniture explodes
  • added: wall-mounted explosive items
  • added: mission to "destroy building"
  • added: mission-countdown (get to exit before it's done
  • added: first "task" dialog (explosive placement)
  • added: "push button" task (opens electronic doors)
  • added: "data transfer" task
  • added: "Safe cracking" task
  • added: movement-bomb gadgets
  • added: "Detonator" task
  • added: when regrouped, and player holds.. move out from the group (if no danger)
  • tweak: improved various settings/interface navigational thingies
  • tweak: improved and changed the way interaction triggers work
  • tweak: added bounce to activated cars
  • tweak: city-overview interface improvements
  • fixed: city-view now properly sorts stuff on screen
  • tweak: AI more active moving into rooms when opening a door
  • tweak: swapped "options" and "settings" naming
  • tweak: small changes to enhance visiblity of player sprites
  • tweak: replaced static menu-background with city-view



Join the community


You can follow and get more involved in the development of this game at the following places:

[h2]Discord[/h2]

A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel

[h2]YouTube[/h2]

I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile

[h2]Twitter[/h2]

Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal

Development update

[h2]Character improvements[/h2]

Two major changes this week: we now have proper character art (both in-game but also for banner and capsule creation and all that). The in-game characters pretty much got upgraded bodies, and more distinct bodies for each character based on the high-resolution character designs.

This will make them really stand out as their own personalities, and next step will be to start adding those special super abilities for each one of them!

The second major change is that the city-map and city-building aspects of the game have gotten huge improvements and finally are feeling like they belong in the game (instead of just "being" there, if you get what I mean).

Of course the highlights are all talked about and shown in this weeks devlog:
[previewyoutube][/previewyoutube]


[h2]This weeks changes-list:[/h2]
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)

  • added: character heads turn in direction they aim
  • added: functionality and redesign of city-view screen (it now has purpose!)
  • fixed: close-encounter zooming should only happen indoors (not on streets)
  • fixed: positioning/visibility of pickup items on top of furniture
  • change: created proper (distinct) bodies for main characters (based on marketing art)
  • tweak: bullet speed of enemies
  • tweak: more prominent hit-flash on enemies


(short list, but some big tasks done!)

Join the community


You can follow and get more involved in the development of this game at the following places:

[h2]Discord[/h2]

A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel

[h2]YouTube[/h2]

I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile

[h2]Twitter[/h2]

Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal


Development update

[h2]Implementing Team work[/h2]

Another week, and it was a PRODUCTIVE week! Fixing a bug in the AI code that made your team-members indifferent to dangerous grenades or other dangerous things like the newly implemented C4 explosions which will be used to break down some weak walls.

This weeks DEVLOG goes into how your team will now perform certain tasks for you, which is where that whole team-work stuff comes into play. One team member will be your explosive expert, another one is used to gather intelligence at various devices, and we'll be introducing a lock-pick/safe-cracker expert pretty soon.

[previewyoutube][/previewyoutube]

You might also notice new art popping up around the page! It took some time to find the right person for this, but I teamed up with a great artist and the results are amazing!


[h2]This weeks changes-list:[/h2]
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)

  • added: pushbuttons + doors responding to those buttons
  • added: C4-explosives as inventory items
  • added: C4 used near weak-walls
  • added: One squad member has C4 as part of standard inventory
  • added: intelligence mission - if no desks/pcs found.. make one during level generation!
  • added: show bubble-heads near screen-edges when team maters are far outside of screen
  • added: allow placing invisible walls for blocking player movement - without it's messy during gameplay
  • added: enemy popups to empty barrels
  • tweak: moved "intelligence gathering" to new squad-with-item system. And only on specific desks/computers
  • tweak: move safe-codes to "secret ability" for safe cracking system
  • tweak: cleaned up HUD / statusbar
  • tweak: not all garages hide enemies
  • fixed: auto-matic doors block pathfinding (shouldn't!)
  • fixed: intelligence should be placed in only "bottom" furniture
  • fixed: "intel" mission spawns new enemies when ever you recover a piece of intel
  • fixed: rope-spawns sometimes drop outside the walls
  • fixed: danger-node for AI code never worked properly!
  • fixed: grenades now properly create danger-zones around them
  • fixed: transparency of furniture kicks in too early (when player is in front of it even)
  • fixed: real big stuff shouldn't get destroyed (containers, machines, etc)
  • fixed: item-bubble not rendered, and item rendered underneath squad member
  • fixed: extreme-kills on enemies show wrong enemy heads (not a skull)
  • fixed: remote doors don't animate correctly + make them open up slower
  • fixed: C4 isn't always placed visibly
  • fixed: tread-mill enemy spawns are pushed outside walls
  • fixed: spawn-randomness is not correctly saved/loaded from editor
  • fixed: switching level-templates cuts them smaller and smaller on every switch
  • fixed: required-items are not placed if squad member is part of player's team (stay split up)
  • fixed: electronic doors don't animate just vanish
  • fixed: street-view often shows 1 squad member spawning on right side of street before getting out of car
  • fixed: sometimes a room doesn't get set to visible at level-start (apartment level 3)
  • fixed: bullet start position doesn't properly match up to the gun
  • fixed: using a locked-door without keycard should show "need key card" dialog


Join the community


You can follow and get more involved in the development of this game at the following places:

[h2]Discord[/h2]

A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel

[h2]YouTube[/h2]

I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile

[h2]Twitter[/h2]

Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal


Development update

[h2]State of the game[/h2]

The game is in full development, I'm now at internal dev-build v0.0.19, and I will start posting more regular updates to the Steam page from now on! This will include my weekly devlog videos, and a list of new features and the changes made that week. Make sure to check out the links below to join the community and get involved with the game!

[previewyoutube][/previewyoutube]

[h2]What's new:[/h2]
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)

  • fixed: transparency-detection when entities are hiding behind objects
  • fixed: breach-sound makes enemies "twitchy" without making a decision
  • fixed: enemies are twitchy when "alarmed" - asif moving between 2 states rapidly (caused by light triggers)
  • fixed: gamepad+mouse aiming still a bit "off"
  • fixed: alternate weapon is now rendered darker (makes it less distracting)
  • added: bullets now attract enemy attention when near (not just when hit)
  • tweak: enemies have 45% chance of looking in direction of player (makes them look less stupid)
  • tweak: improved "goal calculations" for AI
  • added: doors can now randomly start in "opened" position (20% chance)
  • added: bikers in streetview
  • added: molotov cocktail weapon
  • added: first sound-track (street01)
  • tweak: flexible street-sizes
  • added: enemies popping out of parked cars
  • added: enemy spawns to sideview cars


Join the community


You can follow and get more involved in the development of this game at the following places:

[h2]Discord[/h2]

A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel

[h2]YouTube[/h2]

I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile

[h2]Twitter[/h2]

Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal


Follow Regulator City development



Hey! Welcome to Regulator City, I'm Pascal the developer of the game and wanted to give you some quick info on the state of the game and where it's heading.

First of all, I'm doing weekly videos showing the creation of the game, and if you got some time make sure to check out the whole series or the first few and last couple of videos to see where it started and where it's currently at!

The making of Regulator City - playlist

[h2]Where we at now[/h2]

Status of the game is that most of the core game mechanics are now up and running, this means the AI of your team-members, the AI of the enemies, and we can start building the gameplay on top of it all!

The next big step will be the creation of interesting layouts, the current levels that are in the game are all quickly build just to figure out a bunch of things. Now it's important to start making these levels interesting for tactical gameplay, and allowing the player different ways of achieving their goal.

This layout building will go hand in hand with coming up with interesting items, weapons, but also interactions between the player and the environment: Turn on the music in a room to attract enemies, then sneak through the other door and rob their vault

The city view also needs a lot of love and attention, I'm still trying to figure out how I want this city to grow: either based on player progress? or perhaps allow the player to "buy" buildings and place them?

This will also tie in to the various gangs, which gangs own which area of a city. Which gang is rich and powerful, and which gang isn't but a lot easier to defeat, etc.


These are just two of the main features that need to be worked on, there's a lot more, so wishlist, watch youtube and/or hop on discord to follow the creation of Regulator City!

https://steamcommunity.com/games/1892750/

- Pascal / Orangepixel

PS: Working on a proper trailer to add to the Steam page which reflects the state of the game, but since that state is improving week after week, I need to find the right time to create it ;)