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2026.05.31 Released

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@sanlor sanlor released this 31 May 19:41

Changelog

  • Improved AI system.

  • Ported or improved EnemyCombat Actors

    • o_enemy_darkRat

    • o_enemy_explosiveRat (incomplete AI)

    • o_enemy_catfish_small

    • o_enemy_catfish_small_poison (incomplete AI and non-functional poison dart)

    • o_enemy_drone_egg

    • o_enemy_cGremlin_small (Incomplete)

      • A very complex MF to port. Is very similar to Hoopz in how its limbs and weapons are handled.
      • Like many things from this project, a lot of randomness is used in this enemy. Each limb may have a random sprite/type, making all work is a pain.
      • Gremlin GIF
  • Fixed the first V.R. Mission to work with the "new" real-time combat.

  • Added enemy spawn points (ported from the Janky Demo)

    • This new system doesn’t support yet brand-new spawn points.
      I can only port old, legacy spawn points.
  • Fixed minor issues with animations and death behavior for Combat Actors.

  • Fixed / Improved Gibs

2026.02.01 released

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@sanlor sanlor released this 01 Feb 00:12

TODO add changelog

Full Changelog: 2026.01.02...2026.02.01

2026.01.02 released

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@sanlor sanlor released this 02 Jan 01:52

General

  • Added "options" menu on the pause screen.

    • Was tired of needing to jump to the title screen to adjust the volume.
  • Improved the "Quest Variable Checker" (F6) tool. Very useful to debug quests.

  • Fixed issue loading "r_tnn_giuseppesChurch01" after the initial cutscene.

    • Also, fixed "o_babalugats01" animations.
  • Fixed a bug with item management (B2_Item) that prevented a item to be removed.

  • Fixed collision and navigation issues in "r_tnn_businessDistrict01".

  • Fixed a ton of issues with the "Breakout" box. The issues were noticeable during the Lugner Questline (Church).

  • Improved Gamepad navigation on UIs (Map, Notes, Settings).

    • Fixed weird bug that used to break the "dialogue choice" system if you paused the game, when using a gamepad.
  • Added Gamepad navigation in the CC sequence.

    • Its still a WIP.

BootyBass club

  • Mostly playable.

  • Anime Bulldog sequence ported.

  • BootySlayer sequence ported.

  • Booty minigame ported.

  • Light effects are slightly different

  • The gameplay is a bit different.

    • Its also a bit longer, the original one was 30s, this one is 64s.
  • Can become the Booty Baron.

Cornrow's Questline

  • Tried to make a flowchart with all the relevant data to this quest. Caught some bugs and minor issues, so it was a good endeavor.

  • Fixed a major bug related to "o_cornrowNote01".

  • Fixed "o_fruitbasket01" not disappearing after being taken.

  • Fixed Vivian animation after giving the "vitamins".

  • Fixed bug with USEAT cinema command ( looking at the wrong direction ).

  • Added cinema method to remove candy recipes

  • Fixed some original dialog bugs.

  • Added cinema method to remove items.

  • Scene "o_tnn_mission_complete" create to celebrate the end of the quest (with a minor change to the SFX).

    • Also, added a new method to pause and resume music, used for this sequence.
  • Questline can be finished!

Lugner's Questline

  • Made another flowchart for that questline. Its really helpful to d that, in order to debug the questline. Compared to the Cornrow quest, this one is a bit more complex, due to the Church minigame.

    • This questline uses the "RoundMound" system. More on that later.
  • Slag is movement animation fixed.

  • Step triggers adjusted to be able to talk to Slag.

  • Many fixes for the priest's scripting.

  • Adjustments for the "Duergar" script.

  • Lugner revenge does not work and I have no plans to fix it in the near future.

    • Depends on the combat AI, which I don't want to work on right now.
  • Questline can be finished!

Gelasio's Questline

  • After making this new flowchart, it seems that everything is working as intended.

  • Gelasio's questline is not linear, so the diagram is a bit different from the others.

    • This questline uses the "RoundMound" system. More on that later.
  • This questline can affect a bunch of other quests. Right now, we are only handling this quest

    • One example is giving Wilmer's bill to Gelasio, putting Wilmer in jail.
  • Questline can be "finished"!

    • By finished, I mean that Gelasio runs away after being given a certain note.

'r_tnn_warehouseDistrict01' bugs

  • Fixed issues with BootyBass muffled music

  • Stairs and ladders work as expected.

  • Scripting for some actors fixed.

2025.12.23 released

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@sanlor sanlor released this 24 Dec 02:19

General

  • Improvements for the shader loader (it actually works now!)
  • Improvements for the B2_Sound, B2_Music an other internal classes.
  • UtilityStation weight scale works now.
  • HUD weight scale works now.
  • HUD GLAMP meter works now.
  • Gamepad improvements.
    • Quick menu
    • Pause menu
    • Notes screen
    • Map screen
  • Dialog choices are displayed correctly.

Guns

  • Improved bullets
  • Improved casings
  • Improved gun's position on Hoopz hands
  • Improved muzzle position
  • Ported the gun creation behaviour, along with a bunch of scripts
  • Added explosions
  • Added gravity for bullets

Hoopz movement

  • Reworked movement logic
  • Reworked Aiming logic
  • Improved movement

2025.11.03 released

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@sanlor sanlor released this 04 Nov 18:05

2025.11.3.1:

  • Fixed issues with PLAYSET cinema animation (and probably broke something else).
  • Fixed Music reseting when changing rooms
  • Fixed UID related errors when loading the rain effect.

2025.11.3.0:

  • Gun fusing / Breeding implemented.
  • Smog / rain shader rework
  • Diving minigame
  • Room porting (Westlands, Eastlands, Gilberd's Peak, Swamp)
  • Improved controller support
  • Map Icons
  • Wasting time by messing around with script cleanup
  • Enemy AI initial implementation
  • Audio files convertion
  • Bug fixes
  • Bug creation

Whats next?

Hum, don't know actually.

The shader loader doesn't work correctly, Gamepad support is still shoddy. There are still lots of issues with small bugs during gameplay.

Maybe I'm losing a bit of focus on this project. I'm supposed to port the Janky demo, but I'm sure that the diving mini-game was not on the Demo. I will try to focus on the Combat, AI and finishing TNN.

Gun behavior also need some love, since affixes and bullet behavior were not added yet.

No promises, though.

Full Changelog: 2025.09.06...2025.11.03

2025.09.06 released

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@sanlor sanlor released this 06 Sep 21:11

2025-09-06.1 Changelog:

  • Fixed issue with sewer audio.
  • Title screen button highlight.

2025-09-06.0 Changelog:

General

  • Changes in player's movement speed.
  • Changes in the animation speed too.
  • Changes in how the player interacts with doors.
  • Changes in how bullets collides with some objects
  • Turn-based combat wont be used, for now. Combat actors had theirs AIs "adjusted" to work only in free-roam combat.
  • Improvements to the camera in certain maps.

TNN:

  • Movement speed and animation speed changes.
  • TNN Improvements, like adding rain and better crowd control.
  • Added Mortgage minigame

Tutorial:

  • Tutorial improvements and bugfixes
  • Turn-based combat removed in favor or realtime combat.
  • BrainCity:
  • All rooms converted.
  • Books can be read
  • Art can be seen
  • Some dialog with L.O.N.G.I.N.U.S. was ported.
  • Stairs added and improved (?)

Cuchulain's lair:

  • All rooms converted.
  • Some events converted.
  • Unused room "r_chu_crustRoom01" ported.
  • Seems to be some version of the final level, with Hoopz fighting Cuchu. Scripting is broken, but can be fixed.

Undersewer:

  • All rooms converted.
  • All rooms seems to be empty, with barelly any scripting done to them.
  • r_usw_rootstock01 and r_usw_ruinsWifi01 are the exceptions.

Triskelion:

  • All rooms converted.
  • Very unfinished.

Hoosegow:

  • All rooms converted.
  • No work was done on the events.

Bugs:

  • If you mess around in the Mortgage minigame, things will break quite easily. you probably wont be able to cut in line. If you try, you will find yourself "punished" with some bugs that may lock you out.
  • The game doesn't handle running out out ammo very well.
  • Some performance issues with the new rain shader.
  • Music may stop playing at certain points.
  • Some weird issue with pathfinding keeps happening, breaking some cutscenes. No idea why, but I do have some workarounds applied.

2025.08.18 Released

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@sanlor sanlor released this 19 Aug 12:48

2025-08-18.1 Changelog:

  • Fixed issue with the battered dwarf's cutscene.
  • Fixed issue with Giuseppe's cutscene.

2025-08-18.0 Changelog:

TNN

  • r_tnn_bballcourt02 improved.
  • r_tnn_maingate02 improved
  • r_tnn_marketDistrict01 heavily improved
  • r_tnn_businessDistrict01 Added
  • Many internal rooms, like the clinic, BootyBass, Warehouse were added.

Sewer

  • All of the sewer system added.
  • New debug room (using an unused room) created.
  • Dark Rat enemy added.
  • Cat Fish (Small) somewhat added.

Combat

  • New combat method added.
  • Max gun ammo triplicated.
  • Freeroaming Hoopz added
  • Freeroaming Hoopz is now controlled by B2_AI_Player. This system allows to add different AIs to all combat actors.
  • Turnbased Hoopz modified to share the resources with Freeroaming Hoopz.
  • Death screen slightly changed to be more similar to the Janky demo. Its still wrong, but its better than before.
  • Added Mission 2 to V.R. Missions. Its a timed survival battle with a bunch of Dark Rats.
  • Added a small function to throw gunbag guns at enemies, when they run out of bullets.

Misc

  • Made a new tool to batch-convert rooms. Its works great (not).
  • Added a pre-load for particles. Should help stopping the stutters when playing the web export.
  • Updated to Godot 4.5 Beta5
  • Added Linux export.

Bugs

  • Added a new bug when transitioning rooms. Sometimes it flashes a white screen. Hoopz looks at the wrong way.
  • Sometimes, Dark Rats can get stuck on walls.

Whats next?

  • Take a break, study for some stuff.
  • Mass convert some other part of the game.
  • Maybe work on enemy AI?

2025.07.18 - Menus, UI, Shops

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@sanlor sanlor released this 19 Jul 02:07

2025.07.18.2:

  • Bugfixes related to wrong gun images being generated.
  • Gun breeding animation had some elements broken or with the incorrect sprite.

2025.07.18:

General:

  • Added access to Debug room on the title screen.
    • If you try to enter a room that does not exists, the game also throws you on this same debug room.
  • On the title screen, pressing 1, 2 or 3 changes some fun stuff on the menu.

Guns:

  • Added "B2_Gunmap". What it does is a mystery to me, but it a little map and each Gun is pointed at some part of the map.
  • Added "B2_GunBreed". This handles gun breeding requests. Currently, it does nothing but generate random data.

Shops:

  • You can shop for stuff now!
  • Shops are divided between Guns, Jerkins, Candy Recipes and Vidcons. Each shop behaves a bit different from each other.
    • Vendors can react if you bought all items.
  • There are some issues with menu navigation using a gamepad.

UtilityStation:

  • UtilityStation is usable now.
  • You can manage, reload, rename, promote, smelt and breed guns.
    • You can breed guns. For now, this function spawns a random gun, since genes and lineage i still not implemented.
      • Gun breeding animation is pretty shoddy and need some work. This was my first time actually making an animation section.
      • The breeding animation is a bit different from the original.
  • You can manage you vidcons and level up.
    • Look at you vidcons descriptions, unbox vidcons and gain experience.
    • Level up and choose your preferred stats to improve.
    • Leveling up and experience does not change basically nothing.
  • You can craft candies.
  • You can equip and manage Jerkins.
    • You can also equip a helmet, that does nothing.
  • You can check you inventory.
  • You can browse the DwarfNET! DwarfNET was also released as a standalone game here.
    • There are some issues with time related posts. Not going to deal with that now.
  • EXTREME PERFORMANCE ISSUES. No idea how to deal with this.
    • There are, like, 5000 nodes on this menu. The flickering effect also add some stupid high lag for some reason.

Internal:

  • Room index uses a cache (json) instead of doing it at startup.
  • Music index uses a cache (json) instead of doing it at startup.
  • Sound index uses a cache (json) instead of doing it at startup.
  • Some fonts were resized.
  • Dialog box needed to be tweaked after font size change.
  • Save file adjusted to handle errors better.
  • Updated to Godot 4.5 beta 3

Whats next?

  • Take some time off. Need to study for some certification exams.
  • Work on gun genetics (gun parents and what genes are inherited)
  • Improve "Gun Breeding" animation.
  • Improve UtilityStation performance ( queue_free() unused windows? )
  • Solve some bug on the utility station UI (stuff like duplicating guns while renaming them).

Full Changelog: Release...2025.07.18

Combat update

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@sanlor sanlor released this 25 May 22:02

Important things:

  • Candy and Candy recipes added.
  • Jerkins and equipping Jerkins added
  • Hoopz stats added.
  • Enemy stats added.
  • Enemies added (Egg drone and barrel)
  • Guns (barelly) added.
  • Gun skills added.
  • Combat added.
  • Gun, Candy and ammo drops added.
  • Death screen added.
  • Players respawn locations added (No idea if its working).
  • Room teleportation logic modified. May break things.
  • The HUD actually works now. Most of it, at least.

Known Bugs:

  • Pressing "Enter" on the combat menu causes a crash.
  • Dying in diapers is not supported.
  • Gun affixes and special effects don't work correctly.
  • Bullet casings have the incorrect color sometimes.

Notes:

  • Pressing F1 to F3 displays some debug data
  • Pressing F4 during combat "hurts" Hoopz with 0 damage.
  • Pressing F5 kills Hoopz

Stage 4.0 - Wilmer!

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@sanlor sanlor released this 26 Dec 00:18

Wilmer´s house is done.

Important notes:

  • Fix A LOT of bugs related to animations and dialog.
  • Fix some bugs related to the character portraits.
  • Implement a variable injection function on the dialog code.
    • This is pretty cool actually. during dialog, the devs can add a variable to the text (Ex.: @money_wilmerMortgage@). During dialog display, we check for words between the "@" and try to figure what that is. due to the "money_" prefix, we know its some value related to money.
    • This was reeeealy hard to implement without causing issues to the current dialog code.
    • This code is also responsible to inject the player´s name on the dialog. During the CC, you can input any name and that is displayed on the dialog.
  • Implemented the "BREAKOUT" dialog box, to show money and such.
    • The breakout box actually uses a simplified version of the "Border" node. Its like the Dialog box but without the random pieces.
    • This function is unfinished. according to the code, this resource also can be used to select options. This is not implemented.
  • Stuff related to saving and loading the game.