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0.67 live tomorrow! New block types incoming!

0.67 live tomorrow! New block types incoming!

Version 0.67 will be live tomorrow!New block types and some fixed incoming!Hello!

The upcoming version is almost ready, it will be live tomorrow around noon, central european time!

This version adds in a bunch of new block types and is the first version in a few upcoming versions that focuses on improving construction and building placement. The remaining hotels and ideology buildings will be included in these versions as well.

The newly added blocks will allow more customization and toying around with different island looks etc. Some of these have been available prior, but were then categorized as a decoration and as such could not be built on, and it also adapted itself to neighbors instead of being fully customizable.

Roads that match these new block types have been available since way back, but had to be placed individually as a unique, special road tile. They have now been incorporated into the regular road placement tool, so that the road placed automatically adapts to the underlying block type. Currently, only the basic road works this way, but I will be adding in the avenue road type as well as trams to this as well.

The grass and recently added plaza type can also be placed in the same manner, automatically adapting to the block underneath.

There are also two new block types of a more decorative style. The other one was showcased in the last devlog. This one works in a similar way, and also allows for the addition of a decorative border around it.

The polish translation has been updated! The localization system is still in the works and will hopefully transition completely to the new version in the next update. I’m in the process of adapting the existing translations to the new system and in doing so will also start looking into getting these updates up to date as well.

New block types and better mesh merging

New block types and better mesh merging

Hello!

A bit late with the devlog, but here it is!

I’m currently finishing up on the new block pieces (adding inner and outer corners etc). There are now an inner and outer rounded slope piece that works well with the road pieces of the same type.

Having redone part of how building placement works, I’ve been able to add in more interesting pieces – like the recently added vactrack tunnel. I’ve now also added a proper road tunnel.

I’ll be redoing part of how road placement works to allow roads to be placed directly on these sloped pieces, instead of having to place individual, specific blocks with the road already attached. This should make using them a bit more natural.

I’ve also redone one of the core systems – how blocks and water blocks are merged to produce bigger mesh chunks, which preserve memory with there being fewer objects but also makes shadow casting more efficient. Now grass tiles, roads and plaza tiles are also added to the merger.

There’s some more stuff coming in the upcoming version, but more on that in the upcoming devlog!

Changes to plazas, vegetation shader and fade out

Changes to plazas, vegetation shader and fade out

Hello,

The recent update to fix an issue with the option menu, added some new stuff!

I’ve updated a handful of decorations to use world space textures instead, meaning they will tile seamlessly. In updating them, I also made them work properly with seasons, meaning they will go brown in autumn and white in winter.

On top of this, I’ve updated the existing plaza buildings so that they work seamlessly together with these decorations as well as other plazas, meaning you can make more customized plaza areas.

In the next update I will make the same changes to the existing parks and grass type decorations. This isn’t as big a job, but should make it possible to make more dedicated park areas.

I noticed some stuff wrong with the big vac train station texture (grass area was glossy). This has now been fixed.

I recently mentioned that the fade out ramp texture was changed. For some reason Unity didn’t seem to manage to load it at run time the first time you open a city, so I have now added it via inspector to make sure it always works properly. This ramp is a type of raster that makes the fade out more akin to transparency (without the performance hit) unlike the previous that used the destruction ramp.

On top of these changes I’ve changed the vegetation shader to not calculate vegetation movement if vegetation is further away (since this mostly just looks like jittery aliasing anyway). This also improves performance of the shader a bit, as less calculation is done overall.

0.66 is live!

0.66 is live!

0.66 is live!Hello,

A bit later than expected, hotels out but some other goodies in, 0.66 is now live! What’s new?

0.65 -> 0.66
– Added spinning billboards on standing vacstation.
– Added conditional trades – now a trigger price can be set to allow trading contracts to start at a certain price point.
– Added bus stop as a low capacity public transport building.
– Added end piece decoration for side blocks.
– Added a tunnel block that can be used to hide vactracks.
– Added an end decoration for the new tunnel block.
– Added an outer corner piece for recently added side blocks.
– Decoration upkeep cost and output values now displayed in infopanel.
– House of constitution added (locked until ideology system is finished).
– 1/2 and 1/4 blocks removed (1/8 blocks cover their function well enough).

– Top density residential and commercial buildings now generate a slight negative density value, so that top densities aren’t spammed across the city.
– Changed min population required for tram, monorail and vactrain stations.
– Vactracks now require electronics to be built.
– Adjusted upkeep costs and resource trade costs for food items and consumer resources. Also made minor adjustments to raw material trade prices.
– Replaced object fade out texture.
– Added upkeep, environment and culture values for side block decoration and fan decoration.

– Fixed import settings for recently added textures.
– Fixed certain decorations sometimes not being correctly rotated after loading a city.
– Fixed autosave frequency bug in options menu.
– Fixed destruction hologram sometimes getting stuck after cancelled demolision.
– Fixed trees not spawning randomly on rounded grass covered decoration blocks.
– Prospective fix for resolution options being doubled in options menu.

The hotel buildings are still in the works and should be in the next version, which I’m hoping to have ready in about 2 weeks time.

There have been some prototype stuff that I’ve not finished, but decided needed to be done now. I had an old prototype of tunnels in the works, but had not made a good system for checking what sides of a tunnel block could be built on. This has now been implemented meaning that “odd” blocks can now be used in game without relying so much on precise colliders and special cases in code.

There will be a block with a road tunnel added as well in upcoming versions, even if you can also build tunnel structures using overpasses.

The new side blocks that can be built on now feature a full set of straight, inner corner and outer corner pieces. I’ve also added a type of rim decoration that can be used to spruce things up further.

Conditional trades are now in, meaning you can trigger a trade contract to start at specific prices. Busstops are now in (bus vehicles coming later). I’ve also changed the fade out texture, but more work is needed to adapt fadeout ranges, for example on trees for it to look more seamless.

0.66 will be live august 9th!

0.66 will be live august 9th!

Hello,

I’m aiming to have the next version of the game live on august 9:th. There’s more ideology work included into the version, but will not yet be accessible by players. There’s still some time left before I start unlocking the first ideologies which will be progressivism, conservatism, authoritarianism and liberalism. These aside from shifting certain base values for things like crime, happiness and education, these, overall, are fairly similar to the current base ideology (centrism). The remaining for ideologies, like communism, will feature more substantial changes to the core game, like there being no conglomerates in communism or schools etc. being privatized in laissez faire liberalism.
Some of these more fundamental changes might make it into the other ideologies afterwards.

The most recent building I’ve made for ideologies is the house of constitution building, which is a right wing building.

In the upcoming version there will be further tweaks to resource prices, building upkeep costs and output.

The last density for hotels is underway. After this I will start cranking out the 3×3 residential, commercial and hotel buildings. This will be a fairly long process though since there will be four densities for residences and commerce, and 3 for hotels. So that’s a total of 46 buildings not counting any variations.

I’ll be updating the steam store page a bit soon too, and update the road map now that I’ve more or less locked it (of course, player requests are still welcome and will be considered!).

Bus stops, more monorail fixes and new trade features

Bus stops, more monorail fixes and new trade features

Hello,

Work is progressing on the upcoming version. I’ll be getting the last density for the 4×4 hotel buildings in, but have started with some minor additions and fixes.

I’ve continued work on ironing out some issues with monorails – I noticed for example that the collider for the up/down piece was a bit buggy.

I’ve increased the minimum population required for tram, monorail and vactrain stations and added in a small bus stop that can cover some minor public transport requirements. As pictured, they can also be stacked fairly neatly to produce more public transport output.

I’ve added a function to allow trade items to be triggered at a specific price point. So for example, if you want to start selling a bunch of goods once the market price is above a certain level, then that can be done now.

I’ve also continued work on added more billboards, starting with a rounded one – here for use on the vertical vactrain station:

0.65 will be live in a bit!

0.65 will be live in a bit!

Hello!

I missed the devlog last week as I needed some time off, but development has been ongoing. Ideology work is still underway. Ideology is a huge undertaking as it makes significant changes to core systems and so it’s still some ways away. In the mean time, there’s still a road map full of items – this road map will be posted in the forum soon to replace the current one. The new one is more detailed and grouped into different areas.

As for now, 0.65 will be live in a bit, what’s new? Here’s what’s new:

0.64 -> 0.65
– Added tram bridge.
– Increased output from police departments (both upgraded and not).
– Added missing street light props on roundabouts.
– Parking lot decoration added.

– Changed the upkeep calculation for decorations – each decoration now has an individual upkeep cost instead of upkeep being calculated on the total amount of decorations.
– Parking lot decorations now generate a small amount of money.
– Education and health now always shown as green on industry in view modes (as these buildings do not require health and education buildings nearby).
– Adjusted maximum trades.
– Increased step size in the UI for long trade contracts when there are more warehouses.
– Adjusted monorail colliders.
– Tweaked hydrogen plant and hydrogen power plant inputs and outputs. Should make balancing own production of hydrogen with hydrogen power plants more viable.

– Fixed continous trades cancelling automatically.
– Fixed bug where 10 import/exports could be initiated before time tick has checked the number of goodsports in the city.
– Fixed another bug where overpasses could be demolished with things still built on them.
– Fixed ugly LOD for one of the new sixth density residential buildings.
– Fixed being able to build bridges off of the underside of newly implemented side block.
– Fixed monorails not being possible to build over roundabouts.
– Fixed being able to build monorail and vactrain tracks even when there is a collision (one frame bug).
– Fixed bug where fifth density 4th tier commercial building was not set to be upgradable (to top density).

Decorations have been redone slightly. It used to be that each decoration was counted and upkeep was then calculated based on the total number of decorations. Now each decoration has an upkeep cost, and some have also now been given a negative upkeep value – ie they generate a bit of money (parking lots for starters).
A new parking lot decoration has been added:

I found that the fourth tier commercial building could not access the top density. This has now been fixed and all buildings should now be able to appear in the city.

I’ve started tweaking colliders a bit further. Monorails could not be built over roundabouts for example. This has now been fixed. There were also some bugs, like being able to plop monorail tracks even when there was collision (on the first frame at a new position). These bugs have now been fixed.
It was also possible to build bridge in a funky way from the newly added side blocks, this has now been fixed. While testing this I also noticed a big with overpasses, this has now been fixed too.

There was a bug in trades, where a continuous trade would instantly time out.
I also increased the increments when making a long term trade of more than 500 units so that it depends on the number of warehouses. Generally speaking, the more warehouses you have, the more you can store, so it makes sense that the increment is larger if the city is large and has many warehouses.

A tram bridge has also been added to allow trams to cross over different islands.

More high rises, new block types and resource price tweaks

More high rises, new block types and resource price tweaks

Hello,

The upcoming version is a few days away still – I plan on having this live on wednesday evening or thursday around noon the latest (Central european time).

The upcoming version adds the remainder of the 6th density for 4x commercial buildings. From there I will continue work on ideology buildings as well as the remainder of hotel buildings (a 4th density as well as 3×3 sizes).

I’ve added in a new type of block, which is a kind of half way decorative side block that can be built on.

I’m also working on a block type with a round hole in it to allow for vacuum train tracks to pass through – however, I’m not yet certain if this will make it into the next update – it depends on how much of a problem they cause. 🙂

The upcoming version also boosts tourism, which previously has been very low. Cities that have quite a bit of entertainment and culture should now attract quite a few tourists!
Construction material and consumer goods prices have been tweaked.

Factories producing building materials have been boosted a bit so that they produce slightly more each time tick. This is especially the case with concrete factories. Upkeep costs have also been tweaked slightly. The idea is to make it more expensive to constantly import building materials, making own production more viable. This also means trading becomes a better source of income in dire times!

Prices for food and raw materials have not been tweaked, but this will be done in the version after the next. These changes will not be as dramatic however.

0.62 goes live! More skyscrapers!

0.62 goes live! More skyscrapers!

Hello,

I’m updating the game to add a few more of the sixth density buildings.

Upper class:

Mixed tier (middle/upper class):

This means all of the tier 1-5 sixth density 4×4 (wow that’s a mouthful!) residential buildings are finished. I still need to add in the night time lighting and fix the LODs, though.

I’ve also made some adjustments to the density requirement in order to grow these buildings. Density, like all local area values, are ranged from 0 to 1. In order to grow the sixth density, a density value of 0.9 needs to be met, alongside the population requirement of 312,500 citizens.

As usual, depending on how happy the citizens are, the residential building also needs to reach a certain efficiency (or output), in order to grow.

I’ve now started working on the sixth density for commercial buildings and I’m hoping to have all of these done, along with the LOD:s, night time lighting and shadow casters, by the end of the upcoming week.

0.61 will be live soon!

0.61 will be live soon!

Hello,

A bit later than expected – 0.61 will be live in a bit. Finishing up the new residential buildings have taken a bit longer than expected so I’ve sadly had to cut the fourth and fifth tier top density for now. These will be up on sunday instead. LOD:s, shadow casters and night time lighting is also not finished yet.

The sixth density is roughly twice the height of the fifth to really give off that sky scraper look.

Currently they follow the same growth rules as previous buildings, and will grow if the area is dense enough and there’s roughly 320k people in the city. Later on, I’ll be adding a negative density value from these buildings, to decrease the likelihood of them spawning next to eachother if conditions are not optimal.

There are also some minor tweaks to output and required inputs for the fifth density residential buildings.