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Roadmap and road to 0.13

Roadmap and road to 0.13

Hello!

First of all, I’ve updated the roadmap and added some additional items to it:
Some things have been implemented since the last roadmap, multi building destruction, rebindable keys etc.
Some of the items are given a more extensive description below.

August:
Goods tickets.
Additional tutorial work.

September:
Expanded set of small buildings, second density with alternates.
Mini zones (10 residential, 10 commercial, 6 industrial).
4 additional challenges.
Demand cooldowns.
Accepting bribe consequences.
Inflation. Interest rates, additional bonds options and currency depreciation.
Expanded policy.
Additional tutorial work.

October:
Cursed earth retromode scenario.
5 additional challenges.
Early iteration of laissez faire capitalism.
Changed trade system.

November:
Floating islands retromode scenario.
5 additional challenges.
Water blocks.
Early iteration of communism.
6th density for residential and commercial zones.

December:
Additional citizen board demands.
Additional conglomerate demands.
Citizen representatives.
Updated localizations for Spanish, French, Russian and German.

Goods tickets are an expansion on the current system where conglomerates sometimes ask to buy or sell goods to you. Like in the current system, tickets will be timed. Each ticket will contain a handful of resource types. To complete a ticket, you need to have all resources available.

Following the addition of the national bank building in the next update, the next step is to add inflation into the game. This will require a lot of work, as there will need to be separate sets of purchase and sales prices for each resource and an interest rate. A currency rate will be added as well, which will affect pricing and wages.

Mini zones are single family residential buildings, small business type lots like convenience stores and small industry. (Smallest square is the mini zone…)

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Atmocity currently incorporates a fairly complex simulation of what is commonly refered to as a mixed economy.
Mixed economies feature private enterprise, but also has public systems to cover up in areas where private enterprise might not be viable, or in areas where there is opposition to private business.
In Europe, for instance, we see private business in telecommuncations, manufacturing etc. Oftentimes, healthcare and education is completely or predominantely run by the state.
In Atmocity, the policy window along with taxes and welfare options can be used to adjust how mixed the economy is. But this adjustment is only marginal. In order to implement economic systems such as communism and laisse fair capitalism, more comprehensive changes need to be done to the core of the economic simulation.
The first step, which is a somewhat simpler affair, is to implement an early iteration of laissez faire capitalism. The plan is to have a very early and basic implementation of this in October, and have ongoing expansions on this and the policy system in general from then on. Communism is trickier to implement, but should see an early iteration implemented in November.

Mayors will be able to place water blocks to add more customization to their cities. This is planned for a November release.

By December I hope to catch up on translations for the game. The reason this is taking a backseat at the moment is because the above mentioned changes require a lot of new text. It’s very time consuming to have only a handful of items translated at a time, rather than a big batch. So moving on new text will be in English, and then given a translation around a mid December release.

Obviously, if there are QoL requests, these will be added in for the upcoming release. There might also be some misses in the schedule, but hopefully, this should all have been implemented by the end of the year.

As for this week, there’s been progress made on the 0.13 version, which among other things will add a few new buildings that play a role in the upcoming changes. Among them the customs house, which will unlock the long term trading contracts (unlike now when they are unlocked at all times). This marks the first step in expanding the functionality of trade in the game.

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Modifiers have been added into the game! Modifiers are currently found in loot boxes (free ones, not the icky kind) that spawn around the city randomly. Later on, this will also be awarded when finishing goods tickets. Modifiers are unique to the player, so they can be used in any city in free roam mode, campaign or retro mode. Below is how it currently looks. Like all UI it will get more work later on.

W34b.png

I’ve continued adding more decorations into the game. This week I’ve added a type of wharf type decoration to spruce up those dull and grey foundation blocks:

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A national bank building is also in the works, this will mark the start of the implementation of proper inflation into the game. I’ll also be adding a new water production building. This one will be a later stage water production building that isn’t sensitive to polluting buildings, produces more water, but is more expensive and requires more resources.

Atmocity version ea0.12a live

Atmocity version ea0.12a live

Hello!

So work with the game moves forward. In the current build that just launched (EA 0.12a) there are a bunch of fixes and new features:

Feature additions:
– Alternate versions for small scale residential, commercial and industrial buildings added.
– Building type view added.

General bugs and glitches fixed
– Block destruction was broken in the tutorial – fixed!
– Destruction always displayed in red.
– Flickering of destruction hologram minimized. There can still be minor flickering.
– Ghost messages from conglomerates and board of citizens should no longer be sent.
Changes based on player feedback:
– Rebindable keys added earlier, and expanded with rebindable mouse rotate and pan actions. NOTE! This resets player preferences, so you will need to rebind keys and set graphical options.
– Controls for panning and rotation changed. Panning is now a one button action

Other:
– Performance improvement in car movement system. Changes should improve performance of car movement significantly (around 30 %).
– Reorienting camera stops when player presses pan/rotate mouse button.
– Fixed bug where researched buildings were unlocked from start.
– The tips from the campaign have now been gathered and added into the econopedia under “general tips”. More tips will be added along with additional text.
– Eye adaptation early implementation.

The small scale RCI buildings now have alternative versions:
Industry:

W32a.png

Lower and middle class residences:

W32b.png

Full residential set:

W32c.png

Commerce:

W32d.png
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All of this to add a bit more variation. In a future release, probably around the end of september, the small scale RC buildings will be getting another density. So they will be able to grow into slightly bigger buildings with more residents and workers. This will add yet more variation.

For the upcoming full 0.12 version, scheduled for next weekend, there will be a wave power plant and wind power plant placed in water added into the retro mode. Currently, there is also an issue where two buildings not available in the retromode are researchable, this will be corrected in the upcoming version. I’m also looking into more camera control fixes, expanded tutorials and more help documentation.

Devlog entry 41

Devlog entry 41

Hello!

This week I’ve finally gotten around to fixing up the traffic system. Before I had set the amount to 2 times the amount of buildings in the city with a max limit of 100. This usually looks ok when a city is small, but once the amount of roads increases, the streets would start looking quite empty. I’ve now changed this to assign 1-3 cars per building depending on the type of building. Running this amount of cars is quite taxing on the city though. So I went the Truman show route halting cars and returning them to their home position as soon as they are out of view. Once they can be seen again, they start moving. This gives an impression of city streets with plenty of traffic.

w28a.png

I’ve continued work on the campaign mode. All UI elements have now been implemented. There will be some further polish in the upcoming week and another round of overall UI polish later on.

w28b.png

I’ve done more work on trains, ensuring that they can only travel between stations, and making sure they update their position sets once a change is made in to the vactrain system.

Atmo fleets are still not quite finished, but they are getting there. The movement is currently a bit strict looking, but I should get this to look better in the upcoming week. I hope to have a well fuctioning system up and running next week so that I can have some images and gifs.

I’ve now also implemented bridges. Currently only a plain bridge has been implemented, I intend to add more later on (after EA-release).

w28c.png
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Bridges allow players to tuck vactrain system away a bit. My intention is to add more functions like this as I keep developing the game.

The last remaining feature, the retro/”land” mode is currently also underway. Once the campaign is completely finished, I will round it up too. This mode will require a few extra buildings, so I will need to put in a lot of effort this upcoming week to finish the remaining items on my todo list. But the game will release fairly soon, which is exciting.

:)
w28e.png
Devlog entry 40

Devlog entry 40

Hello,

This week’s update will be a brief one, as there’s been another one of those “under the hood” kind of dev weeks. (as such some images are more random than usual this week)

First of all, the work on the atmo fleets that are to land at the atmo port has taken a bit longer than expected, so no update on that this week.

I’ve overhauled part of the template loader to allow for the campaign, retro mode and free roam mode to all use the same foundation. The template loader checks if there are objectives for the “level” loaded, and where to place preplaced objects such as blocks in the free roam templates etc.

W27a.png

Work on the campaign has progressed well. Essentially, the campaign stuff being finished marks the last bit of code that goes into the main menu (retro mode has been finished too).

W27c.png

When loading a campaign level, a small additional UI is loaded into the scene. This can be hidden using the arrow button. Things are still WIP, especially there’s a level tutorial and objectives description window missing. This will be made in the upcoming week.

W27d.png

I’ve also overhauled the message system. So instead of messages appearing in lower middle of the screen, messages now appear in the shape of icons to the right of the screen. When hovering over them, the actual message can be seen. Clicking icons will open up a relevant window (like the budget window if your economy is poor) or transfer the camera to a building.

W27b.png

Overall, things are progressing fairly well. I’ve had a few ideas for additional buildings that will be available only in the retro mode. These will be made in the upcoming week along with finishing up the campaign, retro mode and fleets. If I can manage those things, the game is essentially the Early Access version I had intended with the addition of a few extra buildings.

W27e.png

Until next time!

Atmocity devlog – Entry 26

Atmocity devlog – Entry 26

Hello!
The 0.47 version will be up shortly!
Changelog V0.47
New features:
– Food processing plant added.
– Cisterns and water treatment plants added. This allows storage of water and cleaning ”used” water.
– Recycling center and trash incinerator buildings added.
– Trash “resource” added.
– Board of citizens added. When the city has more than 10k citizens, citizens will form a group that will make requests and demands similar to those of conglomerates (lower taxes, better services etc.). This will be expanded upon in future updates.
– Nuclear waste storage facility added.
Changed UI/UX:
– Issue where hologram shader would be nearly fully transparent when seen from certain angles fixed.
Glitches/Bugs/Poor optimizations fixed:
Threads moved to background threads to avoid garbage production upon starting the calculation and connectivity threads.
Bug where vicinity check fails when building “bads” on the other side of blocks fixed. (Thanks to RedEventStudios for finding this issue!)
Bug where roads built in the corner between two blocks would not connect to the rest of the road system fixed. (Thanks to TheGeekCupboard for this obscure discovery!)
Bug where bugs built in the corner between two blocks would cause blocks to not be demolishable fixed.
Worldsize variable added to templates.
Other changes:
Crime calculations changed.
French translation implemented. The translation is somewhat incomplete, so some text elements are missing.
Spanish translation updated.
Known issues:
Roads cannot be built facing other roads when the distance is only one grid unity wide. (fix scheduled for v. 0.48).
– Spanish translation missing a few text elements (scheduled for v. 0.48).
– Decoration tile causes a null reference error (fix scheduled for v. 0.48).
Pushed to later update (an outtake):
Quicksaves (scheduled for v. 0.48).
Additional concrete foundations, fancier concrete foundations.
Fix for sun (currently breaks on build…) (scheduled for v. 0.48).
Russian localization implemented (scheduled for v. 0.48).
German localization (scheduled for v. 0.48).
– Nuclear power plant (scheduled for v. 0.48 along with the remaining buildings).
This week, I’ve mostly focused on various fixes, both bug fixes and performance fixes. A few issues remain to be fixed for the next version, but overall, the game should be more stable now. Aside from fixes, I’ve also added in a few more systems. These will be developed further for the 0.48 version.
Cisterns are now fixed, so that water can be stored and consumed later on. Having fixed storage for water, I have now been able to add the nuclear waste storage facility. However, there’s no use building it yet since the nuclear power plant hasn’t been added yet. But it’s a nice looking building. 🙂
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I’ve started working on the translations more. I received the French translation and have started implementing it. Some things are still missing, but it’s getting there. The spanish localization still needs to be updated and the german localization is still behind schedule.
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I’ve started finising up the policies available at the early access release. Some funding options are still missing, and some of the policy options are not fully implemented and tweaked yet. But most of these now affect things like labour availability or health.
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I’m still working on fixing some value stability issues. At times, the economic calculations will cause things to spiral out of control (more so than I would like 😛 ). These issues should be fixed in the next update.
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Aside from what has already been mentioned, the next update should feature the remaining seven buildings. Achievements will be added in the upcoming week. One of the big remaining features is the so called “retro” mode. Which is retro in the sense that cities are built on the ground. It’s still uncertain whether this will be finished for the next update, but I should have some more information about it in the upcoming weeks. The 0.48 version is scheduled to drop the 31 of march!
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Atmocity progress update # 11

Atmocity progress update # 11

Hello!

Lots of stuff going on and lots to finish up before Dreamhack Winter next weekend. :)

Most of my recent work has been put into improving functionality and to a degree also visuals.
One of my main improvements has been to implement a sort of drag and drop typ system for roads and blocks so that players won’t have to place one after the other and can instead select areas to build on. In a “normal” city builder where building occurs on a 2D plane, this kind of functionality wouldn’t be much of a hassle to implement, but given Atmocity allows players to build in 6 directions things become a bit more complex.

For roads I’ve opted for a start and end position with a midpoint in between. For flexibility, using the scroll wheel players can swap the midpoint to change where the road goes.

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The way this works is that when starting a build process, the world direction is checked and locked in. Players will then be able to plop down their road on that specific plane. When they need to switch planes they need to initiate another process (mouse click). I have found when testing, that this works fairly well since most of the time you need to navigate the camera to a new location when building on different planes anyway.

For blocks, the plane is checked and then using the scroll wheel players can switch build direction between xy, xz and yz.

upload_2018-11-19_19-26-26.png

This system will allow players to fairly quickly build areas ready for development. It also removes some of the camera micro management that was required before, when you’d have to move the camera around to place blocks in specific locations.

As for visual improvements, I’ve mostly focused on improving roads from their previous flat planes into being actual 3D. Not a huge difference, but it does look better in my opinion to have the sidewalks slightly raised.

upload_2018-11-19_19-17-50.png

I’ve started working on some decoration pieces as well. Once the game releases on early access, a fair bit of time will be spent adding objects that players can use to improve their cities visually. These will mostly just be for decorative purposes. Here’s a sort of “balcony” piece I’ve prototyped:

upload_2018-11-19_19-31-27.png

Cars are still being worked on, I’m almost done with the texture after having done the mesh (a fairly simple one). I’m also still working on movement, so I didn’t get around to fixing up traffic rules yet. Hopefully I can get this done in time for Dreamhack. :)

Surprisingly, this past week I also came across a fair number of bugs that have now been neatly squished!

/ Dispersing Minds :)

Site updated

Site updated

Greetings!

Been busy recently with setting up the company and also moving to a new place. Setting up the company formally has meant that I’ve needed to change the name (too similar to other brands… sigh).

All sites, aside from the unity asset store, have been updated with the new name. Unity asset store will be updated soon!

Other than that, there will be some new updates on my current projects around this weekend 🙂

Just launched!

Just launched!

Greetings!

It’s taken a while, but I have finally set up part of my online presence. From now on, all information on finished and upcoming projects will be featured here. I will also be posting about development related topics that I find interesting. For now, the site is still a WIP, but it will be filled with more information and get more and more polished over the upcoming few days!

/ Dispersing Minds