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MiniLAW: Ministry of Law News

0.3.2 Smokin' Speed

Update 0.3.2: Gaseous effects are here featuring dynamic smoke and others. And even more improvements to performance with a few important additions (Spoilers, we fixed the taskbar bug and added Steam screenshots)

Additions
  • New fluid dynamics simulation for SMOKE and gaseous materials. Casings, gunfire, dashing, explosions, and nerve gas produce smoke! Flying cars and vents produce visual air turbulence. All attacks interact with the smoke and gas.
    Shader based so the entire setup uses about as much cpu as half a light.
  • Series of new light types added with less brightness and more ambience. Replaced and added some to most of the levels.
  • Improved trap visibility by bringing them in front of less important objects.
  • New glitch shader: shifted over a bunch of the post processing in platforming to GPU (everything draws faster).
  • The constable will now also talk at civilians if they are around and nothing else of importance is in range.
  • Replaced stretchy multi-surface chromatic aberration with a simpler shader that has no x scale stretching. (Should make things slightly easier to read when lots of stuff is happening at once and runs faster as well).
  • Rats, bugs, and birds are a bit smarter, also birds fly more like birds.
  • New steam achievement, Kill 100 dudessss. We are still working on achievements and will have a full suite ready on or soon after release.
  • Steam screenshots added, F12.
  • More garbage!
  • Optimized the way the map is drawn.
  • All light type objects now have a unified onscreen tracking system for optimization.


Now that the Steam overlay screenshot calls are working, let's get the community hub full of new screencaps! :D

Bug Fixes
  • Taskbar icon appears as it should now
  • Hostages only land on the ground, not tables or shelves.
  • Lots of unnecessary level architechture removed to speed things along.
  • All active objects could get misplaced or draw out of level will now destroy themselves instead of using extra resources.
  • Update all locks so they shouldn't draw off screen anymore.


As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D



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0.3.1.1 - Performance ++, New Bosses, and Traps

Update 0.3.1.1 brings two new gang bosses, one new level, enemy trap mechanics, new dialogue/clues for the Rudeboys, and a whole suite of tweaks to give more performance to the lower end machines out there. It took longer than some expected to release this update, but we are still around and have a solid roadmap to full release(check the forums!).

Additions
  • Performance tweaks. We discovered and fixed a pretty serious variable saving bug that was bogging down everything when a fair amount of enemies/npcs were on screen. In the process, every major object type in game was revamped with performance in mind.

  • PUNCHBOTTTTTT (Biofreaks boss, see below) and Animus Twins boss are fully implemented


  • New level "Offset", slums and tech corps together!
  • Traps! 3 new traps will now be placed by the enemy in certain conditions. WATCH OUT.
  • Conversations for Rudeboys gang are now 100% finished
  • Higher caliber enemy weapons now literally fire their projectiles out faster, from a 50% increase on the desert eagle rounds to a 100% increase on the gatling gun (which now feels appropriately powerful maybe)
  • New civilians, no and increased the number of them in most levels to be appropriately bothersome
  • New suite of sprites for all enemies to give them head/arm aiming animations
  • Main menu updated with indicator arrows to make available options more visible
  • Quest/Clue phone numbers are now randomly generated so you have to actually earn/find them!
  • Flaming barrels with floaty fire particles
  • Uncompressed a bunch of sounds and music to decrease CPU usage
  • All enemies have at least 2 idle animations now
  • Reworked explosion mechanics to account for player armor when causing damage
  • All enemy reaction times and cover taking routines are improved, and now factor in their Movespeed.
  • Desaturated colors for bright objects/tiles in game because they were jumping out from the background too much
  • Set of new pipe tiles with gauges and valves and a few other background props
  • Birds and fire both have sounds now
  • Vending machines produce cans when hit/destroyed


Bug Fixes
  • Hostages only land on the ground, not tables or shelves.
  • Fixed sticky grenade bounciness and made it's door sticking ability more reliable at low to medium speeds.
  • Female civilians are around, now you can observe that women physically exist in New Babel.


As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D



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Game Development World Championship - Helsinki, Finland

Howdy!

Jack here, no patch notes this time, but soon!

Just wanted to give yall a quick update on what we've been up to lately, and why the next update has been taking longer than expected.

We had the opportunity to present MiniLAW as a finalist in the professional category for the Game Development World Championship in Helsinki, Finland. I had an amazing opportunity to travel to Finland to present the game, meet some amazing devs from around the world, visit a few Scandinavian studios (Rovio, King.com in Stockholm, Sweden), and even speak to Finnish Parliament about the competition and the state of the gaming industry around the world.



We placed 3rd overall!



I wanted to personally thank all of you for staying active in the community, showing your interest in the game and providing us with outstanding feedback throughout this process. The Steam community in particular has been an incredible source of inspiration and cooperation for us, and we are on the final stretch of finishing out the last of the narrative events and tying in some multiple endings in preparation for full release.



As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D

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0.3.0.1 - Control Stick Hotfix!

Howdy yall,

Jack here.

Sorry about the tap-to-move bug that was induced with the addition of left stick movement. I didn't do my due diligence in testing!

This patch should make it right: double-tap to run should react to any input method.

Thanks for bearing with us and most of all, thanks for playing! You guys are the best! :)

0.3.0 - Lots of cars and no more black screens

We finally got the black screen bug figured out that many of you experienced. It is due to recent Windows 10 update and until Microsoft fixes it you have to use the following work around to use Windows 8 compatibility:

1. In Steam, Go to Library
2. Right click miniLAW and select properties
3. Now there will be three columns, pick the third named Local Files
4. Now click the first option "browse local files"
5. You will be in the game's folder now, right click the minilaw.exe and click on properties
6. Now click on compatibility and turn on Windows 8 compatibility mode
7. Should be fixed after this

With that behind us take a look at some exploding cars and other additions below!

Futuristic cars!


Which do you wanna pick?


They can be used for cover and are of course destructible.


Car details to look for!

  • Deflating tire noise
  • Glass breaking
  • Doors flying off


More Additions
  • You can now use joystick to move when using a gamepad.
  • Player and enemy bullets now travel through their targets in a deactivated state if they do sufficient damage and 'penetrate' the target completely. Bullets deactivated by penetrating hit will continue on for a few frames, directly hitting and stopping on any destructible objects or walls in their way. Adds a fair bit of "realism" to the gun battles and looks cool cause you can shoot through people.
  • Changed grab breaks; additional 'bop' sound and quick animation clarify that a grab break is happening. Also added a delay after a grab has been broken so they aren't spammable.
  • Added bulletin board tiles and pinned wall objects. Notes explode into bits of paper when hit!
  • Series of porcelain breaking noises that several objects (mugs, table lamp, sinks and toilets) play when they reach a certain point of damage. Sinks and toilets make additional verlet bits on breakpoint.


Optimizations and Bug Fixes
  • Shooting at enemies who are offscreen now comes with a stiff aim penalty; unless you have invested in aim you have roughly a 12% chance to hit someone while shooting at them. Aim boost increases this up to 100% hit chance with high skill and mods.
  • Disable narrative clues in endlesss mode.
  • Fixed the narrative bugs the "gurugary", "concerned insider", and "samuel thomas" plot lines.
  • Updated the "Soft Spoken" trait and it should now work properly.
  • Changed the wall interaction script to fix the stairs clipping bug.


We want to thank everyone for bug reports that you've been posting in the forums, they really help our development process and help all the players to get a better expereince.



As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D

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