Atmocity devlog #35
Hey!
Work on the game is progressing steadily. This past week I’ve finished up work on the new block placement tools. It’s now possible to click and drag to place the smaller building blocks. If a bigger block has been placed, this can be cut in half (sculpting). This will allow players to build more fine tuned foundations for their cities and will also open up for some interesting decorations later on.
On the subject of decorations, as can be seen in the image above, I’ve added in a very simple park tile. I’ve also added another “geometric garden” type tile that can be used to decorate the city. The new one (and an older one) can be seen here. Prior to release I will try to get a handful more decoration tiles in. Suggestions are welcome!
Here’s another image of the park tile in the same context:
One of the remaining features to add is research. I’ve gotten rather far with this during the week, adding in most of the UI (along with most UI related code). I should be able to finish this up next week and get the research yield functions in as well.
Research is enabled once the city has 15k population and a laboratory building. It is required to unlock some production buildings and power generation Buildings, such as nuclear and fusion plants. Aside from building unlocks, there’s also research that enhances buildings, like lowering pollution from carbon power plants and improving carbon dioxide capture and storage. Once enough has been researched to unlock the bottom tier of enhancements, players will be able to improve education, health and water/power conservation.
Since the current test city is getting rather large, I’ve also been able to start adressing some optimization issues and have started cutting tris and improving slow code. Fixing the new block tools also allowed me to reorganize that code and make it more efficient and also more well-functioning. Among the fixes there have been removing the risk of accidentally placing an area of blocks when only clicking to place one.
Atmocity devlog #34
Hello!
It’s been a while since I posted. Mostly this is due to not having very interesting things to post about (mostly done minor tweaks, fixes and optimizations recently), but also due to an extreme work load recently.
Hopefully things should clear up a bit moving forward and I should be able to dedicate more time to finishing up the remaining features I want to add into the game before it goes into early access.
The last EA building has been finished – the atmoport:
This is a must have building that will accept goods and citizens to your city. There will need to be one for each network in the city. So if everything is connected properly, there’s only a need for one, but if the city is scattered across different islands, then you will need more.
I’ve yet to finish ships landing etc, but I’ve started working on a path finding system that should make the remaining work fairly straight forward.
I’ve started working on sculpting tools and being able to place smaller building blocks right away. This will make things a bit more interesting and allow more customization to cities.
One of the remaining things to make is a “land” mode of sorts. There will be a few different variants to this, but one idea I’m working on is a straightforward constructed island in water. The image below is an early concept.
I’ve also reimplemented some atmospheric scattering and am fairly happy with how it looks:
This will require some more work be put in to the day/night cycle, but should be worth it in the end.
Next week, aside from finishing up the sculpting and block placement tools, I will also be finishing up ships landing at the atmoport and also adding in some more decorative buildings such as an obelisk, a small hedge “park”, a sloped park and a small border piece that can be used to decorate the side of blocks (to remove that concrete look)
Atmocity devlog entry 33
Wage level implemented – this might cause higher unemployment than before. I’ve attempted to offset this by increasing abour demand overall, but it might not perfectly offset things.
Health insurance cost is now affected by overall health levels.
FDat file type deprecated from saves.
Changed plop costs and upkeep costs for each building.
When there’s no power or a lack of power, less of the city will light up at night time.
Health yields from hospitals and clinics increased.
Policy costs adjusted.
Funding for crime prevention added.
You can no longer place buildings when out of Money.
Russian translation implemented.
German translation implemented (some parts are missing still).
Other translations minor fixes.
Road and vactrack paths calculations improved
Retirement funding is now calculated properly.
Road construction bugs fixed: Roads could be built through blocks. Roads could be on uneven blocks.
Camera movement still when inputting city name.
Fix for dissolve shader when close to buildings and blocks.
Fix for cost information not updating when in paused mode.
Grid displayed when placing blocks, buildings and roads.
New demolition indicator.
Cloud saves.
Loading speeds improved.
Blank messages from nowhere. These don’t affect gameplay and disappear when reloading the city.
Atmocity devlog entry #32
Hello!
Work continues on the game! Focus this week has been to finish up the vactrain construction and getting it to section the city properly so that resources are shared in the connected parts of the city. The only thing that remains now is to have actual trains travel through the tubes (will be done next week). Here’s a test with determining what is connected and assigning different network codes to each interconnected system:
The vactrain system will make it easier to section off parts of the city, such as dirty industrial areas, and connect remote residential areas.
The French, Spanish, Russian and Swedish translations have been updated. I’m hoping to get the remaining translation (german) next week, so that this can be implemented as well. This is the last remaining element to get an approved build on Steam. There’s been more work put into policy effects and costs. These adjustments follow a fairly substantial test city that I’ve started building.
I’ve also added some QoL enhancements such as a max output information display when hovering over buildings in the building selection menu.
Another QoL improvement is a grid displayed when placing buildings, blocks or roads. This will make it easier to plan cities.
Next week I will also be working on squashing some bugs and making some minor improvements to systems before I move on to a bit of optimization work. This will lead up to the next version, which releases next weekend.
Atmocity devlog entry 31
Atmocity progress update #30
Atmocity progress update #29
Hello!
There will be no extensive devlog this week, since most of the work I’ve done involves system stuff and generally surrounding systems already in the game.
I’ve continued working on the vehicle system and squashed a few visual issues. Moving forward I can now start culling vehicles properly to allow more vehicles shown in any given view without tanking the FPS.
I’ve now also implemented a proper calculation of the wage level. The wage level affects the demand for labour, so if wages are high, demand gets a slight hit. Conversely, if wages are lower, demand gets a slight boost.
With welfare systems such as unemployment insurance, health insurance and retirement, these are generally designed in such a way as to replace wages while a person cannot work. As such, the city’s wage level is now a part in calculating the cost of these benefits. If the city has a high wage level, these benefits will cost more when people are unemployed for example.
The next step will be to incorporate the wage level into the tax income from residents.
Another thing that I’ve aimed to incorporate into the EA-release of the game is a vactrain system. I’ve started coding this into the game, and aside from registering stations, it’s almost ready to be tested. For next week’s devlog there should be a finished concept up for display.
There are still some bugs to be fixed here and there, and some UI adjustments left to make. But overall, what was intended for the EA-release is starting to get rather stable and polished. That means I can move onto doing some optimizations here and there to make sure the game runs really well.
/ Dispersing Minds
Atmocity progress update #28