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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.

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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.

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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:

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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