Hello! It’s been a rough week battling with both day job, game and also a massive cold (which seems to be winning…), but there’s been some Atmocity progress nonetheless. Like the past few weeks, a lot of focus is currently on systems work and finishing up features. A lot of work this week went into finishing up the connectivity system in its current state. This will need some further tweaking further down the line when I’m done redoing the roads and the road system (more on that further down). The connectivity system now finds the divided sectors of the city, tests connections between them and then groups connected sectors into units. These units can then be used to calculate production and consumption. Here’s the system working out what is connected and how:
Something that has been on my mind a lot recently has been to lower the grid size yet again. Those who have followed the game for a longer period of time, know that this has been done once before. Then it was done to get rid of the blocky look of the game as well as to get roads in. Had the grid remained the same size, roads would have become gravely oversized. Over time, I’ve started feeling roads are STILL oversized. This coupled with me now thinking about what will go into the game once all the main buildings are finished, has prompted me to cut the grid size down even more. This will allow roads to be smaller, buildings to be placed with greater detail and with smaller offsets, and the introduction of a lot of small decoration tiles etc. once all the main structures are finished. This will increase what players can do in terms of city customization and decoration. Here’s the smaller grid size in action (roads not adapted yet).
And here’s the proposed new road system (a quick mock-up):
Following last week’s policy system overhaul, I’ve now started adding in new policy options faster. For the upcoming week I’m hoping to have a whole set of funding options added, so that players can control the funding for different types of educational facilities and healthcare for example. I expect most of the early-access version’s policy will be done for the 0.46 version (which has been moved from the 6th of February to the 17th due to revamped systems not being quite ready, but more features will be included). I’ve received more feedback from testers, a set of bugs have been found as well as some QoL features have been suggested. These include tweaks to controls and placement of panels etc. Aside from this I’ve also started working on some QoL features that I’ve been thinking about myself. Among them is a range display when placing buildings. All buildings perform a vicinity test when built to check if there are any good or bad buildings nearby. The range display will show the spherical range of buildings as well as light up what good and bad buildings will be within range when placed.
Lastly, I’ve gotten the mid tier industry finished. The mid tier industry is less pollutant (only has marginal pollution). When finishing these buildings, I decided to split industry into three different types so they can be managed differently in the vicinity check. Dirty industry is disliked by all residential and commercial zones. This mid tier industry (called neutral in code, even though it isn’t quite) can be accepted by lower class and lower middle class residences and commercial zones. The high tech industry can be accepted nearby by middle class and upper middle class residential and commercial zones. The upper class residential and commercial zones are very picky, so they don’t like any nearby industry at all.
I had intended on releasing the next beta version (0.46) in early February (sometime around the 4th -6th), but have recently started revamping some of the foundational systems of the game. One is the grid system, to allow for a smaller grid. Along with this, the size of roads will shrink - this in turn requires a few things in the road and traffic systems to change. These changes are save-file breaking, so I would like to distribute this update in one go, instead of relasing several more updates that break save files. Once this is done, I expect no more updates will change save files in such a way that it is not possible to salvage old saves.
This also means it won't be possible to update the game at the expected time - I would rather delay the update than have a very unstable update. The expected release date for the 0.46 update will be the 17th of February.
Featurelist (finished items in bold) Smaller grid size. Mid tier industrial buildings. High tech industrial buildings. Upper class commercial buildings. Additional languages implemented (Russian). Additional policy (several new taxes). Revamped policy system to allow faster implementation of the remaining policies. Funding options (such as educational or health care funding). Smaller road tiles. Improved/additional sounds. Building access system finished. (this will be tweaked once the new road system is in) Budget panel. Local economy finished. Music. Econopedia implemented. Improvements to existing systems.
The upcoming version will fix a tonne of smaller bugs and include a bunch of QoL improvements suggested by testers (thank you!) as well. The full list of changes will be posted as we get closer to the estimated release date.
Smaller grid size in action (roads not adapted to this yet)
Hello! Skipped last week's update, because there was mostly system work done and not a whole lot to write about at that stage.
This week however, there's a bunch of new things going on! Firstly, I've started working on the connectivity system, which will check connectivity between buildings and sections of the city and calculate production and consumption based on what is available in connected parts of the city. Currently, the system divides the city into small "cubes", and connectivity is then checked between cubes. Next week, I will start dividing these into groups, so that calculations for produces and consumed goods can be done on a group by group basis. For most players, I reckon the entire city will be interconnected, so there will only be one group, but should a player want to do so, cities will be able to be divided into separated sections. This system will also check travel distances for labour, so that all labour needs to be able to reach a workplace within a specific distance. This means that unemployment and labour shortages can arise, if there's a difficulty in reaching work places. This is to simulate having to have reasonable travel times to get to work. The vactrain system will extend the travelling distance and allow labour to travel further to get to work.
Here's an image of the system, when mapping the city:
I've also overhauled parts of the policy system. This is mostly to allow faster implementation of new policy. These were hard coded before, but now there's proper code to handle a handful of different types, that can just be added to an array. This also makes saving them into the data file easier later on. I've finished up the remaining commercial buildings as well! With that, I only have another 18 buildings left (out of 111) to make for the early access release. Next up will be the industrial zones, after which I only have another 11 left to make! I've already started expanding the list of buildings that will be implemented post EA-release though, including a sixth density for each residential and commercial zone and a set of smaller zones and parks.
For the upcoming beta-release (scheduled for the 4th-6th of february), the budget panel will also have been implemented. Currently I'm working on the data struct that will collect all the data necessary during the calculations cycle. This includes fetching costs for sets of buildings such as healthcare buildings or education buildings.
I've also started receiving some early version of Music from the composer. It's all sounding very promising and fitting! It's going to be very exciting to start getting some music implemented into the game.
New features: First iteration of new UI. More adjustments to come in the following updates. This should also mean the aspect ratio issues at 16:10 have been fixed. Added a system to allow for starting layouts. This will be finetuned and improved upon gradually. Upper class residences implemented. Their full requirements are not finished for the time being as some more resources need to be implemented. Spanish localization added. Added adaption rate to building effiency changes. This makes building slowly transition from one effiency state to another instead of instantly switching from one to the other. Crime levels now depend on unemployment, education levels and size of population classes. Crime level added to happiness calculation.
Changed UI/UX: Font changed. Textbox sizes fixed to accomodate localization. Cost display popup window size and layout changed. This will change further to accomodate the new UI.
Glitches/Bugs/Poor optimizations fixed: Fixed null in conglomerate window panel. Fixed null when a new conglomerate establishes itself via trade of property. Fixed null causing file entries to not load in the save manager. Fixed occurence of infinity value breaking calculations. Camera shake when constructing buildings now works properly in paused mode and 2-8x speeds. Education values now scale properly with city size.
Other changes: Reverted to old way of calculating efficiency to avoid ”ping pong” values – efficiency swaying from 100% to 0%. Might revisit this later on. Camera being locked when placing buildings removed, since the control scheme was changed, this no longer serves a function.
Pushed to later update (an outtake): Budget panel. Work has begun on collecting the necessary values for the budget panel, but is not quite finished. Quicksaves. Additional concrete foundations, fancier concrete foundations. Fix for sun (currently breaks on build…). Demolition indicator. Issue with hologram shader on Linux Window background will be changed to make visibility better. Policy window layout will be changed.
I will be making weekly posts for when Atmocity has been featured on gaming related sites. For last week, there was an interview with the blog Cimfrance:
Hello, I've decided to push the EA-release of the game to the 25th of April. This is to make the game a more solid experience already in the beginning of the Early-access period. This extra time will also allow a set of additional features to be added.
Hello, I've closed the beta signup for the time being. I thank everyone who has applied. There will be another set of keys sent out next week once the mid january build goes live.
Super thrilled about having people test the game and give feedback!
Hello! New builds are now live for testers. If you are interested in following the development of the game more closely, join the Discord channel - https://discord.gg/CeUuyS9
Also, for those who have applied for a beta key, I will be sending out a couple in the upcoming week. If you've yet to apply, join the Discord channel or send an email to the address listed in the forum post.
Changes include:
New features: Services icon added to resource panel. Corrections center building added. Safety indicator added to city stats panel. First iteration of crime added. Crime currently doesn’t affect any values around the city, but has been made visible to the player via the city stats panel. Crime is (currently) managed with police departments and corrections centers and calculated on a citywide basis. Conglomerate happiness now indirectly affected by business cycle, wage levels and unemployment. This will be developed more later on.
Changed UI/UX: UI adapted to allow 16:10 aspect ratio. A minor issue with positioning of hide/reveal side panel arrows remains, as does a positioning issue with the message panel at the bottom of the screen.
Glitches/Bugs/Poor optimizations fixed: Further vehicle code optimizations and refactored code. Fixed bug in text display for health and environment indicators in city stat panel. Text display would sometimes be incorrect. Fixed a bug where sky rotation change when switching to day/night only mode.
Other changes: Changed calculation of efficiency when missing resources. Before, missing one out of three resources (for example) would cut 1/3 of efficiency. Now completely missing a resource will set effieincy to 0. Fixed overlapping buttons in options panel.
New issues/Known issues (an outtake): Minor issues with menu in 16:10 aspect ratio as mentioned above.
Pushed to later update (an outtake): How control schemes are affected during construction will be tweaked. Quicksaves. Additional concrete foundations, fancier concrete foundations. Fix for sun (currently breaks on build…). Remainder of 16:10 aspect ratio fixes. Demolition indicator.