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Regulators News

Return of the DEMO!

We are moving in the right direction gameplay wise! Based on demo feedback, and also knowing that certain things needed work, I’ve been tinkering with the game in recent weeks and have been slowly making big changes and decisions to the whole map-view and progression system.



The game now takes a more traditional approach to the city-view, which honestly fixes a lot of situations and design problems that I was running into with the more fancy stuff I was trying to do! Also – I can’t keep wasting time on that mission screen because after all.. it’s just a mission screen! With the new mission structure in place, it also became easier and clearer to balance the whole difficulty regarding your opponents and the missions.

Early missions will pose an easier challenge, with less enemies, weaker enemies and it allows you to learn the game more and get into the groove of leading your team!



I also decided to put all dialogs on a “pause” mode, where originally the dialogs would just turn the game into a slow-motion mode.. which is cool and all, but for most players, it’s just going to be annoying! So lessons learned from previous games should not be discarded in future games!

A few new maps added to the game, and the game will also “flip/mirror” levels at random.. and even if you know a building very well, playing it in a mirrored version will surely keep you on your toes!

With so many changes to the game, I decided to also push out a new version of the demo to Steam, and have it up for a few weeks longer.. so if you want to try out all these changes, grab the latest version of the demo and have a play! I also made a fun video talking about these changes, while at the same time trying to see if it would run on an iiRcade cabinet.. Check it here:

[previewyoutube][/previewyoutube]

Full changes list:

  • added: “Error – need codes” dialog to keypad task
  • added: bomb-throwing enemies
  • added: maps will now be randomly mirrored
  • added: player can now pickup+use dropped bombs+mtovcocktaisl
  • added: citymap structure and level progression system
  • added: enemy spawns are easier/less based on level progression
  • added:water-stream now also pushes enemies around
  • added: weapon-pickups show item-name
  • added: security-code post-it added to security panel (once found)
  • added: wall-switch to turn power-off/on on floor electricity areas

  • tweak: complete overhaul of city-map and it’s workings (more progres/mission based)
  • tweak: improved visuals on enemies
  • tweak: molotov throwing enemies now also in-doors
  • tweak: roof-entrance was barely used
  • tweak: Hostages now use proper pathfinding (not just player-shadow)
  • tweak: electronic door opening should be faster (or lock camera shorter – delay is too long to remain fun)
  • tweak: level-flipped state tied to citymap building
  • tweak: citymap visability improvements
  • tweak: weapon-pickups shouldn’t be automatic
  • tweak: chapter-name is gone (became useless)
  • tweak: all dialogs have a “user-prompt” to replace automatic-vanishing
  • tweak: improved safe-crack task gameplay
  • tweak: redesign maps for HQ – split up into different levels for different functionality
  • tweak: regroup command always goes first (including activated tasks/operations)
  • tweak: keycards are now more randomly spread (not top-left corner furniture)

  • fixed: player-shade sometimes stays in blood-shape
  • fixed: floor-bug in industrial level
  • fixed: items found in furniture don’t count as pick-up
  • fixed: vault-missions not happening
  • fixed: intel guy is waiting for all (AI) players to stop-moving – only check human players
  • fixed: floor-electricity should block AI more
  • fixed: flipped levels – lose their left-most wall
  • fixed: “take down” mission on empty buildings
  • fixed: floor-electricity should not be placed near doors
  • fixed: exitX and exitY sometimes set to 0 (causes issues – even tho there is an exit door)
  • fixed: mapview path, should keep track of previous mission (and only split up from MAIN missions, not sub missions)
  • fixed: cityview should start on sub-mission or HQ.. now starts on “thin air”
  • fixed: various annoyances with researching-items/furniture
  • fixed: “cracked safe 0/1” should be 1/1
  • fixed: wall-switch can be used from backside of the wall
  • fixed: hostage makes more logic choices, stays closer to player, and moves to exit when possible






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