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Category: Atmocity

0.84 is live!

0.84 is live!

Hello,

0.84 is now live:

0.83 -> 0.84
– Added first set of buildings for the lower tier 3×3 residentials.
– Two new parks (3×4 and 2×3) added.
– New stairs type park added.
– Park effects changed. All parks now cost the same (depending on size) and produce the same output. That way the different park types become more of a design choice, rather than having different effects that the player might want to balance or maximize.
– Difficulty info added into file info when loading.
– Made changes to atmosphere material so that travelling through it causes less distortion.

– Fixed bug where special road pieces couldn’t be rotated
– Fixed side block decoration placement bug.
– Fixed rounded round not working next to other rounded roads (on the rounded blocks)

As mentioned in prior devlogs, a couple of new parks have been added in.

These are odd sized parks (width and length different) that work well, for example, at the end of roads as a sort of center point.

I discovered a minor issue with one of the special road pieces when wrapping roads around rounded blocks. This has now been fixed.

I’ve started adding in 3×3 residential buildings. The first tier, first density 3×3 residential set can now be added to your city:

Also previously mentioned, there’s now a type of half height decoration block that can be built on.

Park roster expanded

Park roster expanded

Hello!

Still working on a few things that will go into the upcoming version, hoping to have it up next sunday!

The park roster is being expanded. Here’s the park that was WIP last week:

I’ve also added in a 3×2 sized park:

I’ve also changed pricing and effects of parks so that they’re based on the size of park rather than (for example) the 4×4 all having different prices and effects. That way, which specific park you pick is more about design, rather than an attempt to maximize certain effects.

Also added in a new decoration that also functions as a stepwise block that can be built on:

I’ve started working out some of the 3×3 residential buildings, I’m hoping to have the first and second tier ones in by the next update, but could possibly get a few more of them in if creativity strikes. 🙂

New parks!

New parks!

Hello!

The past week I’ve worked on refining the easy-normal-hard settings. Currently, I want to stretch the boom/bust cycle slightly on easy mode, to make the bust cycle slightly slower or the boom cycle slightly longer to make economy easier on easy mode.
I’m also making additional adjustments on things like conglomerate behavior, making them less angry when you demolish things etc.

I also got a request for irregular shaped parks, so I’ve started working on those. An idea that popped in my head was to have a sort of park that also works like a transition between different levels in the city. So I made this 2×3 sized park:

On top of that I’m making a 3×4 park, seen here:

I found a bug that prevents rotating the special road pieces. This will be fixed in the upcoming update to the game. On the side of working on the new ideology decorations, I will also be starting up production on 3×3 residences and commercial buildings.

0.83 live!

0.83 live!

Hello!

A new version will be live in a bit! Here’s what’s new:

0.82 -> 0.83
– Changed template selection in main menu, selecting a template no longer starts the game at normal difficulty. Instead you can adapt the settings freely and start the game using the specified template (which makes more sense :)).
– Economic crashes no longer occur on easy mode. Instead, economy fluctuates smoothly.
– Added text box to describe the differences between the difficulty modes. Localizations will be added in later.
– Easy modes now has an increase likelihood of conglomerates making offers.
– Updated one of the templates to avoid size issues when starting a template on a minimum sized world
– Changed texture mipmap settings to avoid buildings looking overly dark at a distance.
– Adjusted the camera startlocation depending on world size
– Added a display size of area placed when placing blocks and also road length.
– Added 1×1 tradition ideology decoration.

– Fixed so that starting a small world will “crop” a remaining templates.
– Fixed loading bug where cities would revert to normal difficulty if started in difficult or easy mode.
– Fixed collider size issue with path decoration.

The main menu’s free roam world setup has gotten some changes. The world created, and primarily the difficulty setting used, is described. It is now also possible to properly select a block template and setup a world, rather than clicking a template starting a world on normal difficulty.

The tradition ideology 1×1 decoration is now done:

This means that all four ideology “groups” have 1×1 decorations now, more might follow later on, but for now I will settle with these and move on to 2×2.

I noticed there was a bug that reverted cities to normal mode after loading them, this has now been fixed. Easy mode has also gotten some additional adjustments.

Texture import settings have been changed a bit again, to avoid textures fading out at far distances and making the skyline look dark, rather than fade to the current fog color.

0.82 goes live!

0.82 goes live!

Hello!

After spending time mainly ironing out bugs and adding in QoL improvements, I’m now back to a proper update schedule starting with adding in additional ideology-related decorations and expanding on energy production options.
I’ve also got another tutorial and some additional refinement planned, which should make it in for next update.

In this update.

0.81 -> 0.82
– Fixed destruction indication not working on recently added pipes.
– Fixed midbarriers not working together with pipes and pipes not adapting properly around mid barriers.
– 6×6 carbon power plant added.
– 6×6 solar power plant added.
– 4×4 solar power plant overhauled.
– Small order decoration added

– Minor adjustments to difficulty settings
– Optimizations to road calculations
– Minor adjustments to midbarrier colliders and an asortment of buildings colliders that were slightly too large.

As mentioned above, the 4×4 solar power plant has been overhauled. I wanted to use the circular version for the 6×6, so I decided to give the 4×4 version a different look.

The circular version has been scaled up and refined a bit:

The carbon power plant gets a 6×6 version as well:

The larger versions become available as the city grows larger, as they require upkeep that isn’t viable when a city is small. They produce way more power for less resources and less foot print.

The ideology decorations have started being added in, starting with revolution and order decorations:

City states, ideology and building stats

City states, ideology and building stats

Hello!

Work is progressing quite well on the upcoming first iteration of the ideology system. In brief, the way it’s going to function is that once a city has a city hall, a customs house and a national bank, as well as fulfills certain conditions (city size etc.), it will be able to convert to a city state, from an ordinary city. This will make the city enter into a period of revolution, after which you will be able to select an ideology.

Each ideology comes with a set of pros and cons, special perks, and will unlock a set of specific buildings and decorations. Each of the buildings will provide bonuses as long as the current ideology is active. If the city goes through another revolution to change its ideology, the building will convert to a historical site and output culture that boosts tourism.

Each building’s effects etc. is still undergoing tweaks, and will get additional perks, but in general this is what each new building will do:

Authoritarian buildings (Communism, Authoritarianism and Fascism)

The surveillance center will boost output from police stations. It also functions as a police station of sorts itself.

The propaganda center cuts the cost of implementing crime related policies.

Liberal buildings (Libertarian Socialism, Liberalism, Laissez-Faire Capitalism)

The media center boosts the maximum tourism capacity in the city. It also outputs culture. Texturing still underway. 🙂

The university of liberal philosophy cuts the cost of universities across the city and acts as a university as well, outputting scientists.

Conservative/traditionalist buildings (Fascism, Conservatism, Laissez-Faire Capitalism)

The center of tradition boosts culture output across the city and functions as an educational building (similar to a museum).

The house of constitution cuts the cost of business-related policy. The building acts as a wealth building, boosting value in surrounding neighborhoods.

Progressive/left buildings (Communism, Progressivism, Libertarian Socialism)

The treasury boost residential tax uptake and lowers tax related unhappiness.

The house of unions buildings cuts the cost of labour policy.

Order buildings (Communism, Authoritarianism)

The house of beaurocracy building boosts the effect of policies slightly.

The grand arena cuts the cost of baseball and football fields as well as tennis courts. It also acts as a stadium.

Economy buildings (Liberalism, Laissez Faire liberalism)

The stock exchange increases tax uptake from commercial buildings.

The grand library cuts costs of libraries city wide. It is also a library building in and of itself (roughly thrice the output of a normal library).

Tradition buildings (Fascism, Conservatism)

The grand place of worship boosts happiness across the city. It also functions as a sanctuary, boosting culture. (untextured in image)

The great museum of history cuts the cost of museums across the city. It is also a museum building, roughly 3x a normal museum.

Solidarity buildings (Progressivism, Libertarian socialism)

The institute of public health boosts output from clinics and hospitals.

The revolutionary plaza cuts the cost of plaza “buildings” and decorations.

As mentioned, there will be additional perks for each building, added in as everything gets tweaked over time.

Museum of labour and treasury buildings

Museum of labour and treasury buildings

Hello!

Work continues on the remainder of the ideology buildings. I’m hoping to get the whole system launched in a few weeks. After that I will start adding in unique decorations for each ideology (they’re not vital for the system itself, so it can be done afterwards).

The treasury building is now finished. This is a liberal building that is geared at improving tax uptake.
Like other ideology buildings, it will also boost surrounding zones. In this case commercial zones.

The museum of labour is also finished. This is an ideology building for ideologies to the left. It boosts residential zones and provides an increased culture output and also increases labour output slightly.

The devlogs have been a bit sporadic lately, but that should hopefully be fixed soon, as I’m getting a slightly more normal work load at work from now on.

On ideology buildings

On ideology buildings

Hello!

Missed the previous log, as I’ve been under a very heavy work load. As such, this update will also be quite short.

The upcoming version is underway and I will have the game updated later this week to add a couple of fixes – for example placing trams on sloped roads not working as intended and avenue roads not reverting to regular roads when trams are placed on them.

Primarily, I’ve continued work on ideology related buildings, and now only have a handfull left, which I should be able to finish up fairly soon. After that, I will move on with testing the ideology system in general and start finalizing the perks of each ideology.

A new sanctuary type building will be added in come next update. This one will provide more culture, but be slightly larger and cost a bit more. Overall it will add a bit of variety.

I will also be making a change to the happiness system a bit to accomodate for the implementation of the ideology system. Currently it is calculated from a bunch of individual variables such as tax rate, crime levels as a total and implemented policies.
After the change, happiness will be based on the average local effects of crime, education etc. and then use policies as a multiplied factor.

The great museum of history is finished. This building will add entertainment in traditionally minded socities (conservatives) and boost upper class quarters.

The Grand Library is also finished. This building boosts education city-wide alongside the University of Liberal Philosophy in liberal minded socities.

Most of the ideology buildings provide both a local effect, such as boosting local education or culture, but also a citywide effect such as boosting labour output or similar. If an ideology building is placed and the city then converts to an ideology that doesn’t support the building, the building will automatically convert to a historical site, boosting culture.

Center of Tradition

Center of Tradition

Hello!

Xmas and new years came and went and work on the game is now back to normal.

I’m planning on getting the next version, 0.77, out the 24th of january. A lot of work at the moment is focused on the remaining ideology buildings, so I can get that system into the game. But I will get some other minor features added in as well.

Among them the grass, road and tram pieces for the 22,5 degree slope block.

I’ll be updating some icons for clarity, especially those relating to mission objectives etc.

I’m doing another pass of optimizations, this time in the calculation as well as connectivity threads.
There will also be some additional hints added into the building info, for example the population level required for a zone to grow.

The ideology building Center of Tradition is finished!

This building will boost culture in the city and locally, and boost upper class residential quarter buildings nearby.

0.76 is live!

0.76 is live!

Hello!

The year is coming to a close, and so the last update for the year is now live! There’s been a lot of progress with the game over the year – some features I had planned to finish didn’t make it, while other changes I had not planned for made it in instead. My goal for next year is to increase the dev pace a bit and finish up the remainder of todo-list (which is shrinking! Promise!)

0.76 is a fairly small update in terms of new items, but each set of quarters features 15 buildings, so it is quite time intense to make them.

With the upper class quarters now done, there is a set for each citizen tier – lower class, middle class and upper class.

I’ve found that this residential type is quite “powerful”, in that they hold a lot of citizens for a fairly low cost. Because of this, I’ve decided they will be a special feature for different sets of ideologies, once the system is completely finished. So they can be unlocked using the 8 different ideologies.

Another thing I’m planning, is for there to be another worker type – scientists. These will be output from universities at the rate of 1 per 10 lower class workers, 1 per 5 middle class workers and 1 per 3 upper class workers. In other words, some workers will essentially be converted to the scientist class worker. The scientist class is then employed in certain high tech industry and certain special buildings, like the lab.

This is primarily to add a bit more depth into education systems in the game. That is, instead of just ensuring education coverage, universities essentially output labour resources that are essential for certain things to function.

This change will be in for the next update. On the subject of updates, I will be moving towards updating the game every three weeks (instead of two), since mostly, requests for certain features have been infrequent and some of the remaining items on the todo list are rather time consuming.