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Keyboard QoL Updates + Enhanced Controller Support (Xbox 360 wired)

[p]Hey everyone,[/p][p]A 'quick' update this time around, which takes Hydro to V1.12 (you can confirm the version from the Main Menu of the game).[/p][p]This update provides some handy improvements to the way that key inputs are 'focused' in menus and dialogs and also enhances game controller support for Hydro, for those of you who wish to use such controllers.[/p][h2]Keyboard Control QoL Enhancements[/h2][p]For the majority of you using the standard keyboard+mouse combo, this update introduces some quality of life (QoL) improvements to the way the keyboard keys now have default 'focus' on menus where there are buttons and other clickable items (such as menu screens and dialogs in-game).[/p][p]For example, on dialog boxes and menu screens, you will note that certain buttons now have 'default focus' (and appear highlighted as such) so you can easily 'arrow up/down-left/right' to navigate and hit the Space bar to quickly press buttons. This means less reliance on using your mouse to click on button elements![/p][h2]Xbox 360 Wired Controller Support[/h2][p]If you have a wired Xbox 360 controller laying around, you will find that you now kick-back and play Hydro using it! The bindings for the Xbox controller are shown below (and you can also view these from a new 'Controls' page' available from the Main Menu in-game).[/p][p][/p][p]For the best experience with your Xbox 360 controller, please ensure that you have the following settings in your Steam app - namely, that the input is using the 'game built-in support' and NOT 'Steam Input' (ensure the latter is disabled): [/p][p][/p][p][/p][p][/p][p][/p][p]A disclaimer that I have completed the Steam Controller 'Survey' noting that controller-based 'glyphs' (on-screen controller graphical button icons) are not currently supported in-game when interacting with items, hence why Steam classifies the game as being 'mostly playable' with the controller. [/p][p]However in my testing, actual game functionality with the game controller is fully supported: I was able to run the game from the intro cutscene (skipping it as desired), launch from the Main Menu, play the game, and interact with all menus and dialogs successfully (including exiting the game) all through the use of the Xbox 360 wired controller.[/p][p]Note: the only key commands not currently supported by the controller are Time Acceleration (Pg Up/Pg Down keys)...and this is only because I ran out of buttons on the game controller to map this to![/p][h2]That's all for now, more soon![/h2][p]Whilst this update is 'small' and mostly QoL/controller based, I hope you find it useful for enhancing your interaction with the game, whether you're using the keyboard+mouse or a compatible controller.[/p][p]Also, please remember you can always view the 'roadmap' for Hydro to see all the latest developments coming down the pipeline: https://steamcommunity.com/app/3355830/discussions/0/599660183449291892/ (I update this post frequently as updates progress) [/p][p]
Until next time, happy generating! 🌊🛞😀[/p][p][/p][p][/p]

Hydro V1.11 is here!

[p]Hey everyone![/p][p]Time for another 'regular update' to Hydro; this will take the game to V1.11 (verify the version from the Main Menu).[/p][p]The main topic of this update is the beginning of rain-affecting game play, plus...AMMETER gauges! [/p][p]These types of gauges were sorely missing previously in the power station (crazy, right?!), and now there are two! The Grid Ammeter gauge in particular will help you ascertain the condition of the power line insulators from the relative 'comfort' of the power station! (details below)...[/p][h3]RAIN-AFFECTING GAME PLAY[/h3][p]This update kicks-off the weather affecting your game play and the first two items to be affected by mother nature's sky antics are:[/p]
  1. [p]Power pole insulators which can be 'cleaned' by the rain (note that this is a very gradual effect and is heavily dependent on how long the rain lasts for a given down-pour...short spells of rain won't clean much, but persistent periods of rain can clean ~5-10+% of dirt across all the insulators); note that I am monitoring the 'balance' of the rain cleaning effect on insulators still...I don't want the rain to be uber-powerful as a cleaning agent, but it should make a decent difference too...[/p]
  2. [p]Newspapers which can be soaked and ruined by the rain. Newspapers won't last too long in the rain so be sure to review them (and frame them up if they're 'good news'), or risk losing them![/p]
[p][/p][p][/p][h3]GRID SUMMARY PANEL[/h3][p]You will notice that the grid-related gauges have now been moved to the far right corner of the power station and onto a brand new panel called the "Grid Summary Panel" (and the Marker Light #2/#3 switches which previously occupied this location have been shuffled to be alongside the Marker Light #1 switch on the left side wall of the power station). [/p][p]The Grid Summary Panel includes the two existing Gen Volts AC and Grid Volts AC gauges, however a 3rd NEW gauge, a Grid Ammeter has also been added to this panel - see images below:[/p][p][/p][h3]GRID AMMETER[/h3][p][/p][p]The gauge above will prove useful to keep an eye on, as a drop in the output amperage from Hydro into the grid could indicate issues with the power line network (specifically, as dirt accumulates on the insulators on the power lines, current flow will be affected; my research indicated that grid amperage can rise OR fall in the real world when insulators get contaminated, but in Hydro, I have chosen to depict a drop in output current when insulators get dirtier). [/p][p]If you notice that the amp draw has reduced to below approximately 60 A during grid sync (basically, outside of the 'green zone' on the ammeter), you may have already started noticing the grid sync has become unreliable by this time due to the dirt accumulation on the insulators and it's a cue to clean those insulators (or if it's raining, maybe the rain will help you out here). [/p][p]NOTE: whether the grid sync is affected by dirty insulators is dependent on the Difficulty Setting ‘Simple Power Poles’ - i.e. if this setting is ENABLED, grid sync will not 'drop', and the ammeter reading is a cosmetic indication only.[/p][p]TIP: Refer to the 'green zone' on the grid ammeter...this is generally where you want the readings to be during 'normal' grid output.[/p][p]Also be aware that active Township Demands WILL place an ADDITIONAL temporarily amp load (the exact amount will depend on the type of Township Demand) and increase the amp reading, potentially ‘masking’ any issues, so it’s best to take readings and monitor this gauge during grid output when no Township Demands are active.[/p][h3]ACCUMULATOR CHARGING AMMETER[/h3][p][/p][p]On the Generator DC Rheostat stand, you will notice that the old 'Rheostat position indicator' gauge has now been replaced with a charging ammeter! This works to realistically behave and show amperage readings as you charge the Accumulator. [/p][p]You will notice that if you charge an Accumulator with a very low charge, the Amps reading will climb quite sharply at a given Rheostat setting. As the Accumulator charges-up, the Amps reading will start to drop. [/p][p]Best practice when charging the Accumulator as always, is to charge it as slowly as possible – utilize both the ‘Tell Tale’ indicator and the Accumulator Charging Amps gauge to assist with this process. Introduce a current using the DC Rheostat until you notice the ‘Tell Tale’ begin to show a slow, steady clockwise rotation. Try to avoid charging at excessively high amperage.[/p][h3]OTHER UPDATES[/h3][p]A number of additional QoL (quality of life) updates are also delivered as part of this V1.11 update; these are shown below:[/p]
  • [p]In the Player Journal, there is now a succinct 'description' of the currently-active Township Demand![/p]
  • [p]On the 'Generator Status Panel', the 'Overheat' lamp will now extinguish if the Generator is no longer rotating; note: all the lamps on that panel are powered by the Generator itself (not the Accumulator).[/p]
  • [p]Added some light wind and 'gust' effects to the rain effects so that the rain drops don't simply fall in a directly vertical manner at all times as they did previously[/p]
  • [p]Some QoL updates to the animation of the Gen Voltage (AC) gauge needle movement (it's much smoother and rises/falls more realistically)[/p]
  • [p]Made some code improvements to the resting phase - you will notice now that the Generator temperatures will more reliably be reduced significantly after a rest if the Generator was not putting-out power when you rested and, some bug fixes so that the interact dot appears properly after a rest[/p]
  • [p]Turned off shadows on a bunch of gauge lights in the power station as these were unnecessary and potentially causing a small performance overhead in the game[/p]
  • [p]Fixed some embarrassing typos on the grid synchroscope gauge face text! 😅[/p]
[p]As part of this V1.11 update, the PDF Game Manual has also been updated (from V1.00 to V1.01) to convey some of these updates in greater detail. Check out the manual at the link below![/p][p]https://www.harmanmotorworks.com/hydro/manual/HydroGameManualv101.pdf[/p][p]Once again, your ongoing support and feedback is appreciated! Please provide any feedback on the Steam discussion boards.[/p][p]And as always until next time, happy generating! 🌊🛞[/p]

DYNAMIC WEATHER IS HERE! 🌧️🌦️☀️ - Hydro V1.10 has landed

[p]Hey everyone![/p][p]A more substantial update has just landed for Hydro! This takes the game to V1.10 - confirm the version from the Main Menu of the game.[/p][p]This update includes the first iteration of drum roll...DYNAMIC WEATHER![/p][p]For now the weather effects are purely visual/cosmetic, however this will set the foundation for future updates to the game where the weather can actually AFFECT game play (e.g. concept/thoughts currently include: weather affecting power pole insulator dirt factors, delivered newspaper degradation, fuses left outdoors degradation, potential for lightning strikes on the power station...)[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]This iteration of dynamic weather includes the following weather effects: [/p]
  • [p]Multiple cloud types which ties into the existing Rayleigh Scattering sky lighting variations[/p]
  • [p]Possibility for 'partly cloudy', 'summer haze', cloudy and overcast cloud types[/p]
  • [p]Rain effects which are completely random and variable. Rain may show-up for only a few moments at times, and at other times, may persist for much longer (and at times, persist through a rest phase, too)[/p]
  • [p]Variable rain quantity[/p]
  • [p]Rain and thunder sound effects; building rain sounds unique to each location (e.g. power station vs sleeping quarters) - just mind the minor roof leaks![/p]
[p]Check out my brand new YouTube video (below) which showcases this new dynamic weather feature![/p][p][dynamiclink][/dynamiclink]This update also includes additional bug fixes and QoL (quality-of-life) improvements as follows: [/p]
  • [p]Added an animated 'up' arrow beside ladder in Generator Temp Guided Tutorial based off feedback that some players couldn't find the gen air filter[/p]
  • [p]Sped-up the hand oiler animation and reduced oiling sequence for faster oiling of the line shaft[/p]
  • [p]Mitigated a rare bug that would sometimes cause the player to initiate a 'manual rest' from within the power station, as if they were standing beside the bed (!). This was first reported since the days of the Demo back in February but was extremely elusive. It was finally reproducible again in v1.02 of the full version recently during a random play-test. The bug would occur when interacting with the Generator RPM lever. To mitigate, I added a new collision box beside the bed which the player must be overlapping before a manual rest phase is allowed - basically you must be standing immediately beside the bed before you can perform a manual rest (as expected)[/p]
  • [p]Fixed the vertical position of one of bulb wires in the power station, as the wire was sticking through the roof slightly and actually visible from the outside![/p]
[p]Thanks as always for all the support and positive feedback![/p][p]Please keep your positive vibes coming and I look forward to bringing more goodness to Hydro as time goes on! [/p][p]Until next time, happy generating! 🌊🛞[/p][p]P.S. check out the recently-posted 'roadmap' for the game below: [/p][p]https://steamcommunity.com/app/3355830/discussions/0/599660183449291892/ [/p][p][/p]

A few more QoL updates! (v1.02)

Hey everyone,

Well it's been a busy weekend for me post-launch! I wanted to thank everyone who has provided feedback on their experience so far.

Seems I couldn't keep myself away from pushing updates 😅 and so this is the 2nd post-launch mini-update to hit Steam as we begin to see-out the weekend. I've now implemented some additional quality-of-life improvements per below, taking the game to v1.02:

  • Fatigue blur no longer affects HUD UI elements! Also, it will wait until ~93% fatigue before it starts (not 85% as it was before); note that whilst the HUD UI is now no longer subject to blur, any sheets of paper you interact with will still have a small amount of blur applied to simulate the player having difficulty reading these in the game world in their 'tired' state. I think this strikes a realistic enough balance now. Please add any constructive feedback in the Steam discussions if you have further thoughts on this fatigue blur; I don't want the blur to be too extreme, but I'd like a way to communicate simply to the player (apart from the Fatigue bar) they are 'tired' and should get some rest
  • I've changed the way the 'Loading...' screen works; it now blocks-out all the interface elements properly during game load (as one might expect it to) and it's no longer affected by any fatigue blur, too.
  • In the Guided Tutorial, during the Local Power Fuse repair process, it seems there was some confusion as to where the fuse gets repaired, therefore I greatly increased the size of the blue arrow that points to the Sleeping Quarters. It now animates in varying sizes too, to help players notice it.
  • Some more detailed 'knife contacts' have been added to the Generator Output switch 3d mesh
  • Now when the Generator Grid Fuse blows, the body of the fuse will change to a much more noticeable 'burnt' texture as well (previously, only the center 'filament' would turn a different color)
  • Minor texture change to the Gear Oil Cans (added a 'gear' symbol)
  • Now when you drop either a Gear Oil can or a Battery Acid can, their Z-axis rotation will randomize on each 'drop'...purely a cosmetic thing!

These updates take the game to v1.02 (you can confirm the version from the Main Menu).

I'm knee-deep in the process of prioritizing my next, more substantive updates to the game and I will be in-touch with more news on this as it materializes! I may continue to push smaller QoL/bug fixes like this in the interim however (depending on player feedback I receive in the near future, too).

Medium term, I would really like to begin conceptualizing a weather system of sorts, even if it starts-out basic initially (I am currently investigating plugins and assets around cloud/rain/fog). Will see how that pans out...

But in the meantime, as always, I appreciate your support!

Till next time, happy generating!

Small QoL updates - v1.01

[p]Hey everyone, I hope you're enjoying Hydro! Just based off day 1 feedback, I've now implemented some quality-of-life improvements per the below:[/p]
  • [p]In the Difficulty Settings dialog (accessible from the 'Esc' / Pause menu in-game). I've made it more accessible with higher contrast, larger fonts and more discernible setting toggles.[/p]
  • [p]I've also made a small change to the Water Flow Meter upgrade, adding a 'red line' marking the maximum possible river speed currently in-game (this is with the 'Tame River' difficulty setting OFF) based on the meter's scale.[/p]
[p]This takes the game to v1.01 (you can confirm the version from the Main Menu). [/p][p]I'm currently in the process of prioritizing my next, more substantive updates to the game and I will be in touch with more news on this as it materializes! As always, I appreciate your support! Till next time, happy generating![/p][p]P.S. If you haven't already checked out the PDF Game Manual for Hydro, you can do so at the link below, it contains a lot of additional reference information that you might find handy![/p][p]https://www.harmanmotorworks.com/hydro/manual/HydroGameManualv100.pdf[/p]