But first let me take a selfie. I mean, let's look first at Game Developers Session 2019. On this conference we were showing our game and the feedback was awesome! Since this session was mainly for game developers and press, we have received priceless advice and suggestions. which will help us make the game even better!
Enough about GDS. Here comes the juicy stuff!
Graphics
With every update we are always trying to push the visuals even further without sacrificing performance. And as the old saying goes: Do or do not, there is no try! So we did.
Thanks to some performance optimization in volumetric lighting we were able to add this effect to most of the street lights, thus creating better atmosphere during night.
We have also added effect called distance depth of field. This effect makes further objects a bit blurred, which results in more smoother image.
Icons for statuses, buffs, shelter perks, categories, addictions and willpower have been completely redesigned.
Story
We have added new story location.
Combat
It is finally here! Combat takes place in conversation mode. The system is turn-based. It depends on your weapon, strength, armor, health, oponent's health, etc.
Combat can currently happen in these situation:
Bullying other hobos (attempt to get their stuff).
Being caught by chasers and policemen (attempt to avoid prison).
Dealing with drunk NPCs. From time to time, hobos can now get drunk and some of them can get quite aggressive
Currently there is more than 25+ weapons. Each weapon has its own durability, critical chance and attack and defense bonus. Weapons can be crafted, bought or gained through quests.
List of newly added perks:
Adrenaline - In combat, you can use willpower to heal 10 HP.
Weapon master - Durabilty of your weapons is drained at a slower pace.
Masochist - Getting hurt makes you feel good. Receiving hit in combat restores your morale.
Scrapper - In combat, you can use willpower to hit your opponent twice in a row with no retaliation.
Weaponsmith - You can craft makeshift weapons.
Example of combat
Other changes & Bug fixes
New outside and inside npcs
New unique profile pictures for some inside characters
Added healthbar of NPC to the conversation interface
Fixed issues with selecting items in shops
Fixed dislocated street lights near business area
Fixed issues with texts after language was switched
Fixed issues with idle animation during conversation
Fixed possibility to crouch during conversation
Fixed decals glitching around church area
Fixed Drag&Drop in quick slots
Fixed dislocated UVs on some buildings
Fixed autosave error in lobby
Fixed possibility to trade with players who are inside
Increased number of default bandages from 1 to 5
Improved texture resolution and mesh quality of pillars
Cars replaced with higher quality alternatives
Added new quests and services
Added possibility to turn on double vSync
Added notification for when a status is maxed out
Added sound effect for fall damage
Fixed disconnection of lockpicking sfx volume with global sfx volume
Repaired missing props
Reworked Drax surrounding
Improved specularity of various materials
Improved colliders in Zizkov
Improved AI navigation
Small code optimisations
Enjoy the new update and merry Christmas! ːsteamhappyː - Perun Creative
We are currently focusing 100% on creating narrative part of the game. We have made huge progress in this area, but there is still lot to do. The story revolves around interaction with various factions (Guzzlers, Criminals, Baron, Junkies, Fort,...). Each faction has its own background story, unique characters and story line.
In the past few weeks we've been working on implementing those factions in the game. This means creating 3D models, adding new locations, writing quests etc. Small part of this is already available in this update. However new NPCs are not yet interactive, because their narrative content is not finished.
New location - Fort
New location - Guzzlers
Over 25 new characters. Others are already in the production.
Writers went crazy. 40+ new quests and that's far from all :D
Combat
We have news regarding combat, one good and one bad. Lets start with the less pleasant one. Due to a complexity and limited time we had to abandoned freeform combat system. We have worked on this for sooo loooong, however we were still far from completion and since our primary focus is story there was no time left for us to finish this feature in its original form. Nevertheless we came up with an alternative fighting system. Combat takes place in conversation mode. The system is turn-based. It depends on your weapon, strength, armor, health, oponent's health, etc. It isn't as great as freeform fighting, but on the other hand it opens possibilities to connect combat with dialogues e.g. options followed by threats, dealing with aggressive npcs etc. Also choosing this alternative approach means that combat will be in the game much sooner. This means weapons, new perks, fights with chasers, policemen, hobos and more in the next update ːsteamhappyː
Sneak peek of weapons
Combat (Alpha version!) #1
Combat (Alpha version!) #2
0.74 Changes & Bug fixes
Reduced CPU performance overhead of 3D characters
Reworked system of 3D hobos (day/night behavior removed)
Lots of small performance improvements in code
Fixed issues with resetting animal's and hobo's data after changing worlds
Fixed issues with missing hobos
Improved hideout performance
Added weapon slots in the inventory
Improved conversation system (more robust and stable)
Fixed possibility to start conversation while the player is beat up
Improved reflections on multiple places
Fixed light blending in prison
Fixed world bounds around Zizkov
Reworked response system of NPCs + new responses
Reduced size of the fire barrel
Improved fire barrel lighting
Fixed incorrect position on map when inside
Fixed issues of random talks with hobos
Fixed possibility to buy already sold items for half the price
Fixed issues with reduction of patience points in conversation
Fixed problems with missing options after conversation minigame
One of the main new feature in this update are so called favours for other hobos. By completing those requests you will gain their trust, which unlocks you lots of new possibilities and actions.
We have improved color scheme in conversations so that it is easier to distinguish purpose of each option.
Other changes & Bug fixes
Repaired game crashing after visiting laundry
Fixed broken snow settings on some materials
Fixed issues with character parameters after loading
"Aw Jeez! Where the hell is Fester? He's the one in the pawnshop? Oh no that's Anatoly. So maybe he is here! Nope that's not him either..." Does this sound familiar? Well you don't have worry anymore, because in this update we have improved map a lot.
There is now new map mode called "organizer" in which you can see all your current quests, known NPCs and discovered points of interest (shelters, fire barrels, shops, doctor etc.). However there is one drawback for the current players. You have to "rediscover" NPCs and points of interest in order to see them in the map, because there was no possible way for us to back track your discoveries from the older saves.
Rest places in hideouts are now upgradable. This gives you the possibility to improve your parameters and make your hideout even cooler.
Speaking of hideout, we have added new decorables for hideout which generate light. No more darkness, no more stumble! ːsteamhappyː
Other changes & Bug fixes
Added take all in bins
Added possibility to upgrade components with resources from stash
Reworked resources update system (for fixing typos in conversations, bugs in quests, game balancing...) with more reliable system which is network independent
Fixed issues with removal of upgraded items from inventory
Fixed returning of upgraded items to stash
Fixed incorrect item titles after switching language settings in the game
Repaired game crash after loading corrupted profile through steam cloud
Repaired synchronisation of custom actions animations between players
Repaired thread collisions between autosave and standard save
Repaired rare thread collisions in hideout synchronisation
Repaired shrapnel counter when multiple players are in the same bin
Fixed collision between interaction icons and players
Fixed exit animation of chasers on clients
Repaired issues with stealing quest items on clients
Fixed serialisation issues when having multiple hideout bonuses
Fixed issues with synchronising position on Y axis of hideout components
you guessed it right. New update is here! So, let's get into it.
Gameplay
We have finally added trade between players. Feature that was looong time on our to-do list. You can not only exchange items, but also MONEY, yep you are reading it right. If you need to transfer part of your cash or some items to other players, then all you have to do is simply go to that player, initiate trade and once the other player accepts your invitation then the trade is on.
Another new feature which was for a long time in our pipeline is crafting from stash resources. Once you are in your hideout, crafting is taking items from stash into an account. This means that you don't have to manually take out resources from stash in order to craft some item.
Tick tock tick tock... have you ever wondered what the time is in the game? Well you don't have to anymore. We have added clock in the diary, so you can easily determine the current part of the day and how much daylight you have left.
Reputation system was redesigned. Currently this system is not used on all NPCs, but only on few of them (Fester, Furgrim etc.) The system will be fully functional in the next update.
Quests
We have added 24 new quests. Some of them are quite complex with lots of branching and alternative paths on how to solve them. The complexity of some of those quests was the main reason why we had to postpone release of this update. We had to greatly improve our internal tools and internal processes in order to achieve our goals while making sure the output is bug free and fun to play.
Fun fact: since the last update our current quest map has grown so much, that it won't fit on our monitors anymore :D
Quest-related object interactions are now highlighted with yellow color. This helps players navigate through the world more easily when working on a quest.
Other changes & Bug fixes
Fixed issues with opening multiple instances of the game at start
Drinking lounge was completely reworked. It no longer gives items. Instead it increases your morale at a cost of increasing alcohol level
Added new props and insides which were required for the new quests
Added lots of new faces for inside characters
Reworked spawn mechanism of chasers. Decreased spawn interval during the night
Increased local detection radius of chasers
Added pee behavior for dogs
Fixed UV issues on models of craft bench, Valoun's shelter and Drax's shelter
Fixed missing bottle in drinking animation
Fixed AI's navigation issue around pit
Fixed transitions issues between flashlight animation and other interactive objects
Fixed typos in en version of the map
Fixed slider issues when buying unique items
Fixed possibility to interact with the environment when the map is on
Fixed issues with stealing quest items from lockers
Crafting bench near prior relocated directly into the hideout
Fixed the issue of snow generating on interactive items
In this update we have completely reworked stealing (pick pocketing, stealing from lockers etc.). Instead of the regular minigame it is now based on time. In order to steal something you have to be quick, before someone sees you. With every level you will get faster and better.
On the streets there are now new types of NPCs. We are calling them chasers (various residents and workers of the city). They are spawned randomly and they can detect your crimes. If they catch you then they can call police on you and you might end up in the prison for your crimes. So you have to be careful and quick when stealing.
If someone sees you while you are committing crime, they won't chase you right a way. First they will give you a warning and you have to immediately stop. If you won't stop or you will start stealing again after you were warned the NPC will chase you. This behaviour also applies to policemen.
Oldster was also reworked. He has charisma bonus, more trust points with street NPCs and perk tactic right from the beginning. However he has also slower stamina regeneration, takes more damage from all sources and has 0 cold resist by default.
Other changes & Bug fixes
Fixed crafting bench GUI
Added new quest - Dog handler in training
Added few new indoor npcs and locations
Added new perk called intuition
Added new sounds when failing/winning minigame
Fixed issues with synchronisation of interactive items after reaching maximum capacity
Improved colliders in Zizkov and in business area
Improved crime detection system
Fixed issues in crime detection with multiple players
Repaired head ik transition
Fixed issues with smoking animation on clients
Smoother movement of NPCs
New interactive icons for lockers, bins and insides.
Fixed incorrect LODs of dynamic trees
Replaced two newsstands with snack stalls
Fixed texture issues on various props
Fixed incorrect label on locks when the player was missing perk
Minor game balancing and tweaking
Added missing charity sign
Fixed incorrect exit point from prison
Chinese translation greatly expanded, however still not on 100%
after 3 months we are releasing another massive update!
Game engine
Since the last update we have upgraded our engine from version 2017.4 to 2018.3, which is the latest stable version of the Unity engine. This upgrade fixed a lot of internal errors, which we were unable to fix in the previous versions. Also it allowed us to do better optimisation with the code. So as the result the game is now less CPU heavy, loading and saving is now even faster then before etc.
We have also replaced our previous texture streaming technology with superior solution from Graphine. This replacement resulted in much better texture clarity, while maintaining the same or better performance.
Graphics
We have been working hard on improving overall visuals of the game. This means that we have been fine tuning our textures and their physical properties. Global illumination together with color grading have been improved.
3D models of Zizkov area, Church of Saint Maurice and Bridge street were replaced with improved and more high poly models.
Also dynamic puddles have been improved by adding rain droplets effect to them.
Gameplay
One of the new awesome feature in this update are dogs. There are currently 3 types of them: german shepherd, rottweiler and polish tatra sheepdog. To get a dog you must complete a new quest from Drax.
Each dog has patience points (similarly to other NPCs) and bond. Interaction with the dog can give you various bonuses like increasing your morale, receiving warm buff etc. However these interactions cost patience points and require different amount of bond with the dog. In order to increase pp of the dog you must feed him. To increase bond you must train the dog. However the increment is not permanent and decreases over time.
Hideout in this update underwent massive changes. Stash is no longer individual per each hideout, but instead there is one stash which is shared between all of them. Hideout bonuses are no longer defined by the amount of components placed in hideout. Instead there is a new system of conditions/challenges.
Also we have added 56 new buildable hideout components in this update. From garden dwarf to arcade machine. There is a huge diversity between them.
And that's not all. Some of those components can be actually used. This means that you can build usable toilet, shower, kitchen, altar and more. You can watch all of them in this demonstration video:
Crafting bench has been expanded. No longer it is only for gear repairing. You can newly craft here and dismantle items. In fact some of the new items can only be crafted here.
Other changes & Bug fixes
Improved AI navigation
Fixed errors with loading the same quests
Fixed issue with unlimited lottery tickets
Improved visuals of multiple props
Increased amount of street trash in quest Street Sweeper
Fixed loading and condition validation error in quests Street Sweeper and Digger
Fixed floating quest items
Trees are now affected by indirect lighting resulting in better visuals of the vegetation
Repaired issue after leaving gear repair
Improved 3D background in the main menu
Fixed snow accumulation on collectable quest items
Added new GUI for character selection when joining or creating the game
Fixed OS language dependent issues in conversations
Repaired errors in conversation with npc Valoun, Skrabisova, Master, Anatoly, Vanga, Kotler
Repaired issues in clouds shader
New error logging system with lower performance impact
Fixed category switch in inventory on gamepad
Fixed issues with spawning/removing NPCs in coop
Fixed AI behavior of hobos on client
Removed incorrect ambient sound from Anatoly's shop
Fixed hideout stash synchronisation
Fixed issues in multiplayer after player reconnecting to the server
Improved synchronisation stability
New randomised system for offered items in Anatoly's shop. Previous items can be now bought in the opposite shop.
New 2D background in Anatoly's shop
New and more robust system for saving/loading hideout
Repaired drag & drop in inventory
Repaired issues with unusable rest places after load
Fixed issues with locker synchronisation after leaving them
Fixed issues with hideout upgrading UI
Improved visuals of the help HUD
Improved colliders near the bridge street and business area
Improved game balancing
Updated indoor NPCs
Repaired animation transition of conversation GUI
Fixed lighting problem during transition from sun to moon
Fixed issues with incorrect representation of health in HUD
Fixed flickering in help HUD
Added type icon on usable items
Added new visual of hidden recipes
Increased starting size of stash from 10 to 20
Repaired problems with returning items once the stash is full
Space between conversation options was decreased
Fixed problems with re-initialisation of the game started outside steam
Repaired icons of character parameters
Increased gear durability
Reorganised items sorting
Lots of new items
Improved flashlight animation
Not awakening when freezing while resting in hideout was fixed
Non-deactivating flashlight after removing from quick slot or after replacing with different item was fixed
Fixed possibility to build components on the upper edge of the hideout area
Fixed non rotating interaction icons while in building mode
Repaired issues with notifications after closing minigame
Yep. The title is correct! Version 0.63 is truly almost here! ːsteamhappyː ːsteamhappyː And it will be big. I mean reaaally big!
The update is already feature complete and since the last week we have been in the QA phase in which we are trying to polish and fix all the issues which we encounter. Stable public release will be released by the end of the week. However the update is already available in the experimental branch on steam.
If you want to access the public experimental version before the stable version go to steam, right click on Hobo: Tough Life and select properties. In the properties window go to the tab called betas and select there experimental branch. Then just wait until the update is downloaded and you are ready to go! However bare in mind that in this branch not everything is 100% stable and polished. You might even encounter some serious bugs. So If you want the best experience wait for the stable version.
Patch notes containing information about all the changes and new features will be published together with the stable version. But don't worry in the mean time we will be releasing plenty of materials (like videos, screenshots etc.). So don't forget to follow us on our social media like facebooktwitter, youtube or discord
Christmas is almost here, but that doesn't stop us from developing new features for you!
Gameplay
Current lock picking was replaced with a brand new minigame.
Stealing is now detected as a crime by near policemen. Once the crime is detected, the policeman will start chasing you. There are different levels of crimes. For example stealing from a locked bin is not the same as breaking the shop. If you are not careful enough you might end up in jail. Therefore it is wise to wait till the night and use other players as a watchers, who will inform you if the policeman is nearby.
Finally we are releasing first part of the quests. These quests are mainly targeted for beginners and their main purpose is to learn core mechanics of the game.
However this doesn't mean that these quests aren't for skilled players. Even the entry quests offer rich dialogues and brand new gameplay. For example one of the quests unlocks temporary jobs in the labor office. This means that once in a while you can clean trash in the streets or do construction work and for that you will get some extra money.
Other changes & Bug fixes
Added blank map, so that you can use quest navigation even without map item
Fixed incorrect rotation of the player in the map
New and improved graphics of the map
Diary and crafting notification system
Reworked sleeping system
Added new npc - hobo Maisner
Instant teleport of npcs when starting conversation replaced with movement transition
Added IK blending for npcs
Added new movement animations to npcs
Repaired outside map colliders near Prior
Fixed lock state synchronisation
Fixed takeall issues in coop
Fixed issues with changing resolutions in options
Fixed floating bins in business area
Fixed hobo's drinking animation
Added shadermaps for semi transparent objects
Fixed mismatch between hideout's buffs Cure and Faith
Faster and more stable synchronisation of lockers
Faster processing and synchronisation of items
Sprint on gamepad/controller is no longer activated by holding left trigger, but instead it is activated by moving the trigger to the max on Y axis
Reveal of content in rubbish bin using willpower is now synchronised
Fixed disappearing progress of other players in rubbish bins
Added notification for start/end of weather calamity
Added missing fences in Zizkov
Fixed various errors related to NPC spawn in coop
Fixed possibility to self send network message
Fixed NPC spawn and navigation around Prior
Fixed colliders in business district
Fixed player fading when entering newsstand or fastfood
Fixed npc's LOD fade
Repaired showing of notification about entering end season zone, when you are not inside that area
Polished bloom threshold
Repaired empty output logs after game crash
Fixed loading/saving problems with rest places in shelter
Hobos no longer disappears during weather calamity
Improved visualisation of level up notification
Added alternative text on shops during weather calamity
Key J now opens quests diary directly
Improved quest diary visuals
Fixed issues with help bar while comparing gear
Added removal of addictions after death
Updated item database
Overall polishing of game mechanics and game balancing
Fixed incorrect stealing difficulty of items on client
Fixed GUI glitch when selecting non-active buff
Changed behavior extrapolation on clients
Repaired incorrect weather resistence when using Fahrenheit degrees
Added quest sounds
Since the last update we have also released a new video about development. This time it is about our own text editor which we use for creating conversations and quests. So if you haven't seen it yet, you can check it out here: