What’s been happening with Hokko Life development? Here’s an update from Robert at Wonderscope Games!
As another month races by the summer fills the days with lovely sunsets, late night BBQs and lake swimming, and it's time for a new devlog about Hokko!
Expressions
I updated the Avatar's head shader to allow for expressions! With the new Avatar head mesh we set up the texturing so that details on the face would be handled with different textures; this means I can swap out a mouth or eye texture to provide different expressions. I edited the head shader this month to work with this and added three new emotions to the game: happy, straining, and winking.
Energy
I've been contemplating for a little while adding a system similar to stamina to the game. I decided to get a first implementation of this in this month to get a feel for whether or not it made sense or felt right. I gave the player an amount of energy that they consume when performing tasks like chopping down trees or mining. Once you've depleted your energy you'll need to take a short break to recharge some of it. You'll only replenish a small amount, so you'll need to grab some food or rest if you want to do a lot more work, but it will never empty completely stopping you from working altogether. I wanted to get a nice balance, rewarding players for preparing before they go off resource gathering but not penalize them if they run out of energy.
Running out of energy means you'll need to catch your breath before continuing to work
We'll see if it stays or not, but it allows me to pace the activities in the game better; gives something else you can do with farmed produce; and can add some interesting gameplay to exploring the world.
As part of this energy prototype work I added jumping to the game! This will enable you to get over small gaps in the world and consumes a bit of energy. With this I'm thinking that you will unlock ways of building structures that cross these gaps as you progress later in the game, making traversal of the world smoother. One of these structures is....
Bridges!
I added a bridge design blueprint to the game, which allows players to design their own bridges and then place them out in the world!
Placing a bridge I designed
Farming
Farming was one of the main focuses for this month, with the plan to expand a bit upon the simple base that was there already.
I added fertilizer to the game; it's craftable from different resources in the world and when placed on tilled soil it will increase the chances of a crop being higher quality. High quality crops can be sold for money and are sometimes requested by characters in the game. Fertilizer will be active on a patch of soil for a set amount of time and anything planted there within that duration will have it's chances tweaked.
I added templates for two new characters to the game. One is the farmer character, who will act as your introduction to farming, and will provide you with crafting recipes for your first equipment. After you've gotten under way they'll sell you different types of seeds, and some crafting recipes for things that will make your farming life easier, such as...
Sprinklers!
I added two types of sprinkler to the game, one that waters in a ring and one that waters in a line. Once you've purchased the crafting recipe from the farmer, these can be crafted with a few resources and will make your farming life a lot easier!
The other character I added to the game will provide you with challenges for farming, requesting numbers of produce within a certain amount of time; to enable this I expanded upon the request system to allow for deadlines.
Gardening
As part of farming I added the concept of "gardening" to the game. This essentially allows you to plant flowers and trees in the world from seeds. Previously they'd grow by themselves in various locations, but the player couldn't really move them around or plant them where they wanted. Now you can dig a hole in the ground and plant seeds that will grow over time. Trees and flowers can be planted in this way, and unlike crops they don't need watering and can be dug up and moved around as they're growing (you'll need to chop down trees when they get big though!).
This addition lets players have more control over their town and its appearance and allows you to set up areas for growing flowers for crafting too.
Baby plants!
UI Stuff
With the new Farmer character providing you with seeds and other items for purchase I decided to build a system in the UI for displaying more detailed information on a selected item. Seeds need to show how long they take to grow, for example, and craftable items need to show what resources they require. As this was a common requirement in a lot places in the game, I built a reusable system that I can use anywhere to display this information.
The styles are very WIP at the moment, but you can see the info panel on the right showing information about the seeds
Piece Packs
As you progress in the game you'll unlock more pieces you can use to design items with. This month I implemented what was needed for this to work and introduced something I'm calling "Piece Packs". Piece packs are collections of pieces you can use when designing and are unlocked as a bundle for a set price; I thought unlocking pieces in this way would be a lot more fun too!
With Piece Packs being purchasable, I updated the Design Tool to show these packs as groups and added filter buttons allowing the player to show and hide different packs based on the materials needed.
And there we have it, all of the stuff that got done in June!
I hope you've been keeping safe and still enjoying the sunny weather.
- Improved all levels - Improved explore mode game rules - Improved the tutorials - Added the transform gauge auto regain - Added hold move buttons to go straight automatically - Added some effects - Fixed bugs
Are you planning to top up your accounts? Then you will definitely like the return of "double top-up"! With it you'll be able to receive both bonus Kredits and cool weapons + Random Boxes for topping up! Just make a payment for a fixed amount and then repeat it - this will provide you with the maximum reward. Don't miss this chance to profitably expand your arsenal!
With 185 titles from 51 countries, carefully curated by a jury of more than 40 national and international industry experts, Indie Arena Booth Online presents the world's largest and most varied selection of indie games, embedded in an entertaining online multiplayer event with an attractive live program.
And Sword of the Necromancer is one of the selected games.
In order to celebrate it, we are going to stream 24/7 and let the users play our game in a public demo.
Helheim Hassle is a narrative adventure game that is as much about friendship as it is about body parts. From the same universe (and set on the same Tuesday, in fact) as previous hit Manual Samuel, comes this macabre adventure where you play as Bjørn, a pacifist viking who hates the idea of dying and going to Valhalla… who then ends up dying and getting taken to Valhalla. When Bjørn is resurrected to assist with a task for the mysterious Pesto, he sees a way to negotiate his way out. Using Bjørn’s undying corpse with its ability to detach and combine limbs at will, players must solve challenging puzzles and navigate tricky levels in order to retrieve a certain magical item... In return, Pesto will try to grant Bjørn a permanent residence in Helheim - what a hassle!
Hello Exorcists, it’s been almost a week since the release of Eastern Exorcist in EA. We would like to thank every Exorcist for your support!
This is a post to tell you more about what we have planned in Phase Two. Since the last round of updates, the production team has been working on the problems which have been highlighted to us, in addition to fixing bugs. We’ve gone through a round of optimisation and polishing to bring this patch to you. Please update the game for an improved experience!
Once again, thank you for your support of Eastern Exorcist!
Update 2 Changelog: Version:1.13.0819
[Improved Functionality]
Tutorial tips do not pop up in NEW GAME+ and Trial modes.
The NEW GAME+ tutorial level is skipped.
More functions added to skills and ways to use skills. The skills which have already been activated in the [Skill Tree] can be clicked on and removed after confirmation. You will get 60% of your Power and all your Essence back.
[Bug Fixes]
Fixed a bug where there were inaccuracies in the monster movement mapping.
Fixed a bug where some flying enemies remained hovering after being weakened (or after the boss monster shield was broken).
Fixed a bug where there were occasional freezes in dialogue in certain situations.
Fixed the inaccurate duration of the [Nirvana] effect of the [Vajra Spell].
[Gameplay Experience Adjustments]
We’ve tweaked the feel of [Jump], and the protagonist can now stay in the air for longer, and has better aerial maneuverability.
The interval between [Aerial Attack] attacks have been shortened significantly, and has better hovering capabilities. Stamina consumption has been reduced by 33%, so you can now perform continuous attacks in the air.
Parameters for the execution of [Perfect Dodge] can be met more easily now.
The [Dodge] and [Dash] usage intervals have been shortened, and maneuverability of continuous [Dodge] and [Dash] actions have been greatly improved.
[Perfect Dodge Counter Attack] will now eliminate the projectiles and ground effects (fire on the ground, poison, etc.) from enemies in the middle of your advance.
You can now control the direction of your [Dodge Counter] by holding down the arrow keys.
The movement mechanism of [Charged Attack] has been reworked. It is now a two-stage stamina system. There will no longer be an automatic cancellation when the Stamina has been overcharged. Players will never miss the chance to activate it.
You can still attack before the first stage is complete. It will be as powerful as a normal attack.
When you’ve charged it fully in the first stage, the power of the attack is the same as the Charged Attack effect.
When you’ve charged it fully in the second stage, shield-breaking and damage are significantly increased.
A 20% reduction in shield breaking performance for [Jumping Slash] [Downward Slash].
[Skill Adjustments]: [Water Dragon Chant] increases the mana recovery for [Riverside House], [Cool Breeze] and [Imbibe], speeding up mana circulation.
[Skill Adjustments]: The [Water Dragon Chant] [Long Sword Summon] can now eliminate projectiles and ground effects (fire on the ground, poison, etc.) from enemies within striking range.
[Skill Adjustments]: The firing position of the [Sword Spell] [Flying Flame Swords] has been adjusted to avoid overlapping with the character, and [Flying Flame Swords] will now automatically lock on to the target.
[Skill Adjustments]: [Sword Spell] [Qi Practice Spell III] has an increased mana recovery mechanism, shortening the cooldown for [Cold Ice] and [Red Flame].
Adjusted the behavioural pattern of Wraiths in Chapter 2, so they will not wander about for a long time.
Adjusted the Dragon boss combat experience.
Added the Dragon boss transition animation.
Adjusted the number of Wraiths summoned by the Treant boss. Increased tips for the Treant’s person-attraction spell.
Fixed the problem with the boss attack decision frames.
Shields on some Challenge bosses have been raised overall to solve the problem of them being too vulnerable.
–––––––
Known bugs (which will be fixed in an update coming soon): Text display in the map interface of the PS4 controller.
As we’ve hoped in publishing the game in EA, the development team will be paying attention to every comment and message, and keep in touch with all of you in the official group and community. We will collect all of your feedback to make the game better. We welcome everyone to join the group and give us your valued feedback and comments.
https://store.steampowered.com/app/1283050/OMSI_2_Addon_Coachbus_256/ From the 70s to the present day, the Hungarian Coachbus 256 bus still operates. Immerse yourself in the world of Coachbus 256 in OMSI 2. The Coachbus 256 is a large class bus designed to transport people over long distances. The bus's modularity allows it to operate as a tourist bus, for long-distance transport between cities and as a suburban bus. Included buses: