Hello, I've updated the game to further improve performance when calculating connections. More updates are underway!
Hello! The game has been updated to fix some issues: 0.911 -> 0.912 - Adjusted collider on recently added curved roads - Added ability to paint on low pyramidal curve block. This means painting is now fully implemented on existing blocks. - Prospective fix for stalling calculations thread making money and other things not update. - Fixed being unable to place buildings on the low pyramidal curve block. - Fixed adapting blocks on decorative blocks being enabled when deco block is placed. - Fixed props (trees and cars for example) not following building when rotating it.
Hello, I've updated the game to address some issues and add in additional features: 0.91 -> 0.911 - Changed traffic system (for cars) to properly spawn cars from road nodes rather than from a hidden position under buildings. This way, vehicles can be pooled and reused when needed. Traffic will now appear more regularly, as opposed to roads looking empty when panning to a new area. This system is also more performant. I've also made traffic more dense. There are still a few issues with vehicles sometimes losing their way. - Added being able to paint additional blocks. - Improved mapping of paint on blocks to make collision detection during painting better. - Fixed issue with painting certain blocks (due to a rounding error in a vector). - Fixed part of text missing in tooltip when placing buildings. - Fixed commercial buildings being locked in "Basic city planning" tutorial. - Fixed tutorialwindow sometimes not closing. - Fixed there being a few missing blocks in the tourism tutorial. - Fixed being able to destroy special blocks even when buildings were placed on top.
Hello, Small update to fix some issues: 0.909 -> 0.91 - Added fountain prop. - Tweaked distortion effect on atmosphere. - Tweaked industry growth conditions when playing on a flat world. - Changed flat world atmosphere base effect. - Improved lods for a number of residential buildings improving performance. - Increased output from bus stops. - Fixed blocks acting funky in campaign and challenges. - Fixed missing electronics in balancing act tutorial. - Fixed missing translation that would sometimes throw an error.
Hello, Version 0.909 is now live. The primary focus has been to address some bugs and other annoyances, but there are also some other changes to (for example) tax revenue from conglomerates. 0.9085 -> 0.909 - Added additional rock props. - Added paint mode cursor and paint cursor to show if area can't be painted due to low credits. - Added thousand-separators in messages from conglomerates to improve readibility. - Added thousand-separators to values in local economy view. - Added more distinct "border" to flat world atmosphere. - Edited preschool footprint so make it fit nicer with streets. - Cleaned up local economy panel, including fixing text overflow. - Lowered amount of medicine required in hospitals. - Increased (slightly) health output of hospitals. - Increased (slightly) health output of clinics. - Increased performance of setting shader property blocks. - Increased conglomerate value calculation, their property should be worth roughly 2-3 times more, but land value now factors in more than before. - Increased tax income from property tax (20% of property value is taxable now, so income is value * taxrate * 0.2). Property tax should now be a worthwhile revenue source. - Increased conglomerate unhappiness from different types of tax. - Increased property sales tax revenue as a result of overall higher property values. - Changed flat world atmosphere into half sphere, so that the shader works properly. - Changed atmosphere shader to better display the border of the world (primarily if world is flat). - Changed happiness to take a greater hit at extreme tax rates. - Fixed discrete policies still being active if city hall is demolished. - Fixed discrete policy window being open and interactible if open before demolishing city hall. - Fixed painted tile "sticking" when switching. - Fixed "unplaced" paint not disappearing when mouse pointer is outside of targetable area. - Fixed "deny"-sound being played when placing grass or asphalt with no money. - Fixed being able to paint without having money. - Fixed incorrect color mapping on building status view. - Fixed some effect display types missing (public transport, pollution and wealth). - Fixed some building types not given the correct color in building type display. - Fixed wind power plant missing from building menu. - Fixed incorrect tool tip for culture display mode. - Fixed terrain disappearing in different view modes (when playing flat worlds). - Fixed being able to place water blocks in starting water if playing a city with water. - Fixed some z-fighting of objects in the building type base view. - Fixed incorrect normalization of graphs (for example in the local economy view). - Fixed conglomerate value not following currency re-evaluation properly, which would lead to propery tax gradually diminishing. - Fixed incorrect display of property tax revenue per conglomerate. - Fixed rare occurance of null reference error due to running sliders for objectives, even when there are no objectives.
Hello!
The game has been updated to add some new stuff!
0.9075 -> 0.9085
- Fixed off colored grass on some residential zones.
- Added two types of cliff decorations.
- Added stone prop.
- Added two new curved road types (like an onramp type).
- Minor adjustments and fixes.
I've started adding in some new stuff to increase city customization.
Cliffs:
New on ramp type roads:
There's also been a bunch of minor fixes, mainly surrounding some colliders being a bit too large.
There's more stuff coming, especially when it comes to props, decorations as well as, of course, bug fixes!
Hello! The game has been updated to improve performance in prop placement as well as fix a bunch of bugs: 0.905 -> 0.9075 - NOW the screen doesn't shake when placing trees... - Switched places for small and normal sized concrete plants in menu. - Tweaked the multi destruct tool so that it shouldn't accidentally demolish stuff that is nearby. - Removed the multi destruct tool on flat worlds. - Lowered population requirements for zones to grow on flat worlds. - Added building props into mesh merger system, starting with trees and cars. - The remaining standard blocks are now paintable. Now only the bigger special blocks are unpaintable - this will be done in the next update. - Fixed issue with roadmerger not removing destroyed road pieces at times. The merger has been disabled for a few versions, but is now enabled again to allow for better performance. - Fixed flat worlds allowing for different block type decorations. - Fixed building type view colors being incorrect on some zones. - Fixed "deny"-shound being played when switching between different buildings to place. - Fixed destruct effect missing on some buildings. - Fixed missing destruction sound when demoing roads. - Fixed curved/sloped road being difficult to demolish in certain instances. - Fixed curved/sloped road not being placeable next to eachother. - Fixed moving building reverting the building rotation to default rotation.
Hello! The game has been updated to fix some issues and expand on recently added features! I have more stuff on my list of needed fixes and known glitches, these will be addressed in the upcoming week and see an update either next sunday, or tuesday/wednesday the week after. 0.9 -> 0.905 - Added lighting to atmofleets, trains and monorail trains. - Enabled painting mode in flat world shapes. - Removed screen shake when placing props. - Added count randomization to prop scatter mode. - Painting now properly deducts credits. - Turned of shadow casting on prop holograms. - Clarified button states in options menu. - Resized prop colliders. - Added sound effects for painting and placing props as well as when removing props. - Removed placement hints for painting. - Fixed messed up rotations for buildings! The issue was due to a non-normalized vector in some obscure optimized code. - Fixed starter blocks being added to flat worlds. - Fixed road hologram being blue despite being outside of city bounds in flat worlds. - Fixed incorrect sound playing when placing bus stations. - Fixed city hall and mayor's house being in the wrong position the building menu. - Fixed overflowing text items in option menu. - Fixed mid sized (3x3) zones not clearing existing props when placed. - Fixed "loot boxes" not being clickable when they appear in the city. - Fixed missing carbon power plant. - Fixed missing concrete plant. - Fixed props and painting being locked on challenges and campaign levels. - Fixed props not having the correct up position at times (leading to flying trees!) - Trees are now batched properly and more performant. - Fixed being able to move buildings outside of the world when playing on a flat world. - Fixed grid display being locked in one position when moving buildings. - Fixed buildings being left lifted when switching from moving building to bull dozer while a building is lifted.
Hello,
The new update is FINALLY live. It's been long overdue, in part because the new stuff came with a greater need for rewriting old, existing systems. As such, there may be some new bugs introduced as well. I will continue testing over the upcoming week and start ironing out any issues as well as continue the implementation of the painting - which is currently about 80% implemented, leaving some blocks unpaintable.
The new version features:
0.895 -> 0.9
- Added ability to "paint" blocks, allowing for more customized park areas etc. Also prevents a lot of instances of colliders interfering with placement of structures.
- Added props - freely placeable trees (currently, will add more stuff over time).
- Probability of finding hidden treasure when demolishing blocks changed.
- Pine trees resized.
- Pine tree stems no longer green and pine trees also properly follow season colors.
- Grid display now has additional sections. Looks nicer and helps when placing props.
- Changed wind effect for vegetation (so it's not as synced as before).
- Changed vegetation color so that it differs more from grass color (for the standard theme).
- Adjusted grass, asphalt and plaza textures to work with paint mode (changes overall appearance a bit).
- Fixed potential null reference error when drawing construction frame.
- Fixed null reference error when moving certain buildings.
- Fixed null error thrown by some rounded blocks.
- Improved performance in construction mode (when placing buildings and other structures).
- Improved performance in iterating through certain larger lists of objects.
- Improved loading performance.
Known issues:
Due to a huge overhaul of bridge code, previously placed overpasses may disappear.
Trees placed as props are currently not merged and as such may be fairly low in performance if many are placed in the same place.
Tool tips for props say "residential building".
Roads are currently no longer merged while I continue to hunt for a glitch making roads "stick" even when demolished.
Existing grass/grass+trees tiles are still present, in the next update these will be automatically transformed into painted blocks + trees.
Also, currently the tips when placing props are not clear. You can use alt + mouse click to scatter trees and ctrl to align to a smaller sized grid as well as to place along a perpendicular line.
As mentioned in the known issues, there are some things that are currently not optimized and may cause performance issues (like if you spam a tonne of trees in the same area). This will be addressed in the next update along with a bunch of other known issues.
There are also some issues with overpasses. This was an issue that could not be avoided given some things needed to be completely overhauled. It won't affect buildings placed on overpasses, it only means the overpass itself won't be visible - it can be destroyed and replaced however,
As for painting, you can now paint on most types of blocks. There are some that still need to be made paintable, but it should be fairly flexible already.
As mentioned above, I've yet to implement proper guidance when it comes to placing props, but the alt and ctrl keys should get you far enough. :)
In order to make the most out of props, I will need to adjust some colliders a bit, so that they can be more freely placed nearby buildings. This will be done over the next few updates as I discover what use cases are most likely. I'm still working on how to make it possible to place trees and other props around rounded edges, but that's coming too.
There's also a new demolition tool, made specifically to remove props. Props are removed when something is built on top of them (like roads or a building), but they can also be "pruned". Once I add non-tree props (like fountains, advertising boards etc.) I will probably make this a different icon :)
Lastly, expect the unexpected, it might not look like much, but this update has meant I've had to dig around a lot of really old and fundamental systems in the game's code, so there may be some new bugs.
Hello!
Block painting is now pretty much fully implemented and functional, so I'm moving on with prop placement. The idea with being able to add props is to make more custom looking cities and bring more life to them. To be able to do this I've had to make a pretty substantial rewrite of one of the core systems in the game - the inheritance tree for all the objects.
The reason I needed to restructure it, is that for each object, a lot of information is stored (to be able to save and load cities for example). Most of this data is useless when it comes to props, that only need a position and rotation saved. So I needed to add another level and separate out both painting and props that functionally are very different from all other objects that can be placed. This process, in turn, broke a lot of stuff all over the place and has required quite a lot of recoding and testing for some unexpected things (like how building option menus are constructed when loading a city).
The image below shows how the tree used to look and how it looks now (for those interested :))
With painting now more or less finished and functional, I've gotten quite far with prop placement and am currently working on some different placement modes, like free placement, placement along a finer grid, placement along an axis and a sort of scatter placement (for trees for example). Currently only the first two are finished, but I should hopefully get the other two fixed during the week. After that I need to make a bunch of adjustments to colliders to allow them to be placed closed to roads etc.
Below are some examples of what can be done with the tree props (of course, more types of props will be added).
The finer grid display is meant to help out when placing props, but just generally looks nicer too. :)
Hello,
The upcoming update is proving more challenging than I had first anticipated. The "painting" feature is now functional, but there are still a handful of edge cases that I need to sort out. I've also had to redo quite a lot of work that has to do with mesh merging, and this still requires additional testing so that it doesn't present as missing (or rather invisible) meshes in game.
I've also had to do a substantial rewrite to some ancient code in order to get prop placement to work. I've yet to get to work on prop placement, but at least now, the structure is there. I will not promise on a release that for the update, but it should prove to be a nice one once I get there. :)
Here are some images of painting in action.
As can be seen, this will allow for less "square based" island building without me having to make a tonne of planes to allow gaps to be filled. As mentioned in a prior update, it also fixes a bunch of issues with conflicting colliders etc.
Because making plane variants for each individual case was tedious, I've mostly stuck to grass variants and a handful of plaza variants, but with the new system, grass, plaza and industrial asphalt are all present and can be used freely.
Hello,
There is still some work remaining on the update, but here are some images showcasing what will be possible shortly.
Previously, when placing grass, a plane was added on top of blocks as a separate object, this also meant having to have an actual object with a collider in order to be able to remove it. That also meant that there would need to be a lot of separate planes made, which hasn't been feasible. With the new feature to "paint" grass, asphalt and plazas, this is no longer necessary. This allows for example the side of the slanted block to be grass instead of concrete:
Since there's no longer a need for colliders, instances where before you couldn't place a grass decoration in a tight space due to there already being a deco nearby will no longer be an issue. This is exemplified here:
There's still a bunch of stuff left to do, especially expanding on being able to place separate props (like trees) to make up for the grass decoration being removed. I may update the game tomorrow, or move on to finish the remainder of the props and painting before doing so.
Hello!
Updates have been slowly, mostly owing to me having been very ill the past month (was bed ridden for two weeks). Work has now picked up properly again and I've finally gotten to a functional prototype of the "block painting"-feature I've been hinting.
The way things work today, when placing a grass or plaza decoration on a block, a face is placed on top of the block. This was a simple, cheap and effective way to go about things way back when there were only cube blocks available. Over time, I've added in more and more types of blocks - slanted blocks, curved blocks, bigger decorative blocks etc. Initially, I kept up with some of these by adding corresponding faces to each type of block, so that grass could be placed on those as well.
But over time, this becomes very ineffective and each placement also requires a collider be placed on top of an existing collider so that for example a grass place is removed before the block underneath (otherwise you have floating structures!).
The prototype I've worked on now allows parts of a block to be mapped and then "painted" directly using no additional planes. This also means that there is no need for additional colliders. The latter has been an important aspect, as there are currently issues removing some objects because of how the game checks nearby colliders etc.
Here is a picture of it in prototype form in an Atmocity spin-off project (since 2018 lol...).
I'm currently in the process of adding this into the game properly, but it will be another week or so until it is done. So what will happen to the grass decoration? Well, I've also been working on a structure for small, freely placable props among which trees will be one. My plan now is to have grass decorations automatically convert to painted block and freely placed tree props.
Currently the prop type needs me to rework parts of how objects generally and props in particular are handled in the game, so this will take a while to finish.
Once it is finished, however, players will be able to place trees more freely, create tree avenues, customize parks with certain props etc.
That's where things are atm. I should have more on this in the week and an update around the end of next week or shortly after.
/ Nick
Hello,
The game has been updated to add additional fixes to the issue mentioned in the previous post. I've also started making tweaks to how depth of field works in the game. It's still a bit messy, so if it causes issues, you can turn this off in the options for the time being or increase the focal distance.
I've also added in some more blocks, adding more construction options. The empty gaps that can be seen will be "paintable" in a later update once I get that system going. Paintable as in grass and other stuff. :)
Hello, I've updated the game to fix a rarely occurring bug for vac-trains. The bug would throw a null-ref error making the city bug out.
Hello!
First of all, this update has been long overdue, mostly due to getting back to work and schooling in my kid at preschool. Updates should be more frequent from now on.
I've primarily focused on getting the localizations up to date. This also includes adding in a localization for simplified chinese. This is in a beta state and there are likely incorrect translations as well as at times poorly fitted text in the UI.
There is still more work needed to fully implement the existing and upcoming localizations, for example ensuring text is properly fitted in the UI as well as fixing mistranslations. There's also some of the english, original text, that is in need of updating, meaning more translation will be needed for other languages too. Nevertheless, localizations are now more up to date than before.
0.89 -> 0.895
- Added chinese localization - this is a beta test version, it may have issues.
- Updated localizations for Swedish, French, German, Polish, Russian and Spanish to fix missing text items.
- Updated info buttons in UI to have higher contrast and make them clearer.
- Changed UI-transparency setting so to not completely remove UI if set to 0.
- Changed the way destroying blocks is done. This should decrease instances where a block has nothing built on top of it, but still can't be demolished due to a nearby object. This can still occur, but should be far less likely now.
- Added double road tunnel along with entry frame.
- Added sizable slanted blocks.
- Fixed language not changing on some objects when switching after loading city.
- Fixed color picker not adapting to UI scaling.
- Fixed small and low alpha slider in new trade panel.
- Fixed bug where slanted blocks couldn't be demolished.
- Fixed tunnels being possible to build on top of other objects.
- Fixed some text fitting in different languages, work remains here though.
Here are some images of the new double road tunnel as well as the newly added slanted blocks - for use in rounded edges, or maybe just make a half pipe?!
Hello! The game has been updated to add in more UI changes. Focus this time around has been on the larger panels, for example the Econopedia and the trade panel. In particular, trade has gotten a substantial overhaul, hopefully making it a bit easier to navigate. As mentioned below, a few minor changes to trade will come in the upcoming updates. The goods tickets have also been removed from the trade panel - in the next update, modifiers will be able to be earned through "resource missions" in the convention center. Modifiers can still be found randomly accross the city as before. There have also been some minor fixes here and there, as I've come accross issues when trouble shooting new updates to the UI. The more substantial ones listed below. The upcoming few updates will also be focused on UI, but I will also start adding in the remainder of the hotel buildings as well as some more ideology related buildings. 0.886 -> 0.89 - Increased font sizes and cleaned up UI in city stats panel. - Increased font sizes and cleaned up econopedia panel. - Updated images in econopedia and objectives panel. - Increased font sizes and cleaned up advisor UI. - Cleaned up objectives window and made it smaller when no hints are displayed. - Cleaned up modifier UI. - Trade panel overhauled to make it easier to navigate, font and icon sizes increased as well. Some minor tweaks remain to be done. - Goods tickets removed from trade panel, these will be incorporated into a special function of convention centers later on. - Added additional directions on how to use modifiers, by lighting up aspects of the UI when selecting a modifier. - Changed button graphic. - Fixed incorrect tooltip for researchers and corresponding unemployment labels. - Fixed some incorrect tooltips in the trade and city stats panels. - Fixed camera go to building command getting locked sometimes and locking camera to move towards a building until reloading city. / Nick
Hello, Life has been a bit crazy recently, so this update took a bit longer than I had originally wanted. It's fairly limited in scope in terms of new and updated items, but took a while since it involved work on a lot of UI elements. 0.885 -> 0.886 - Policy interface updated. - Tidied up interface in options menu (more to come). - UI transparency option added into options menu. This should help readibility if you find UI transparency gets busy against the background. - Increased tax revenue from R, C, I and H. - Increased loading performance slightly.
Hello! I've updated the game. I've had continued focus on upscaling UI graphics. Most of it is now done. The remainder will be done if necessary when I start updating all the windows in the game. I've also focused on loading performance, as loading large cities was getting very heavy. These changes should show some noticable improvements, some of which also improve performance when running the city, as loading vehicles should now be more efficient. On top of that, there have been some minor fixes to bugs I've come across! 0.88 -> 0.885 - Changed zone type marker when placing new zones. This is for legibility and visual reasons. - Improved handling of props when loading city which should improve loading speeds significantly (by 5-10% depending on city size, more noticable in larger cities). - Improved handling of loading vehicles, improves load times another percentage point or so and improves performance when new buildings are spawned. - Cleaned up citizen reps user interface. - Finished upscaling and improving icons. Some icons will get redesigns as I get around to clarifying parts of the UI. - Fixed issue with building icon sometimes not loading properly when opening building info panel. - Fixed loading cities sometimes not displaying road placement/calculation info. - Fixed incorrect tool tip for day night cycle icon. - Fixed bug in main building shader not displaying normal map properly. - Fixed UI map issue in cereal and legume farms. - Fixed zone planner when placing 4x4 commercial buildings.
Hello, The game has been updated. Here's what's new: 0.875 -> 0.88 - Started tweaking policy interface. - Added city stats counting quarters as well as mansions. - Added simplified building type view mode. - Adjusted education output of a set of school and university buildings. - Adjusted resolution of resource icons (some still remain to be fixed). - Fixed building type count saying "industrial zones" for "hotel zones". - Fixed building counts being truncated when count is higher than 9,999. - Fixed water overlapping with trim decoration. - Fixed mansions not appearing when loading a city. - Fixed incorrect tool tips on resource icons in the city statistics window. - Fixed "Level complete" not moving out when opening building view.
Hello!
A new version is live. Main focus is on fixes and improvements to UI.
0.87 -> 0.875
- Added additional atmoport, buildable once the city hits 125k population.
- Added option to customize panning direction in x and y directions.
- Added option to invert panning directions.
- Added missing percentage sign on efficiency in building information view.
- Added reverse color logic for resources on the top bar. Crime increasing flashes red instead of green for example.
- Added shortcut to the next campaign level when finishing a level.
- Added icons and value displays for goods and person traffic capacity of atmoports and goodsports.
- Added missing resource description text in top status bar (english only currently).
- Made some minor performance improvements in the main building shader and vegetation shader.
- Moved some of the building item menus so that they don't end up outside of the screen when UI size is increased.
- Refined atmo fleet landing movement on atmoports.
- Tidied up objectives interface.
- Adjusted pollution tolerance with city size.
- Adjusted icon resolution for a handful of resource icons.
- Fixed missed timing between calculation thread and updating values in the top bar and objectives causing values to flicker between zero and non-zero values.
- Fixed flickering building count values in objectives display in campaign and challenge levels.
- Fixed some block types not working properly on space/temporary blocks.
- Fixed partially missing night time stars.
- Fixed missing trails on returning atmofleets.
- Fixed incorrectly aligned action buttons in building information panel.
- Fixed bug where "Completion" icon in challenges and campaign would sometimes get stuck halfway when appearing.
An additional Atmoport has been added. This one unlocks when the city has grown in size and supports more people going in and out of the city.
Along with the new atmoport, I've also added in additional icons (among them for traffic capacity) to improve information to the player on how much a building contributes to a specific item of interest. This also goes for goods traffic in the goods port.
Aside from this, I'm continually working on improving icon resolution so that I can improve the size of resource icons further in the near future.
I'm also placing a lot of focus on improving the UI. A lot of this work is aimed at improving text size and simplifying certain views. As with icons, this is an ongoing project.
Hello, I've added the ability to customize panning directions. You can now select whether left/right mouse movement while holding the pan button moves the camera up/down, forward/backward or left and right. Similarly you can change what way the camera moves when moving the mouse up/down. For most players, this will be either X and Y, or X and Z. The next update will clean up the UI in the controls section further, including adding more direction when it comes to this new addition as well as the option to inverse the direction.
Hello,
The game has been updated!
0.865 -> 0.87
- Remaining 3x3 commercial buildings added in. 1x1-4x4 commercial is now all complete.
- Added building display in cost info display. There is still some work remaining here, but it's servicable.
- Removed clutter in building info menu.
- Tidied up building info menu.
- Tidied up options menu.
- Tidied up city stats menu.
- Replaced commas with spaces in thousand separators (for numbers 1000 and up) to increase readability.
- Increased font sizes for text items in (among others) the trade menu and econopedia.
- Fixed incorrect price display when placing multiple RCIH-zones. Due to wrong multiplier value.
The remaining commercial buildings have been added in:
Work on UI-improvements continues and I'm currently focusing on decluttering and increases readability. There's still work to be done, but the building information UI is almost done:
The statistics window is also in the process of being updated and cleaned up. Currently it's mostly been reorganized.
I've also updated the cost information UI to include an image of the building. There's still some work to be done, but it's functional enough to launch:
Hello!
The game has been updated to
0.8641 -> 0.865
- Upper class, mixed upper and middle class 3x3 third density added.
- Added expandable tabs for certain buildable items (monorails, vactracks, decorations and blocks) to compress menus a bit.
- Increased font sizes in certain menus.
- Expanded what ideologies can unlock different quarter residences.
- Adjusted some colliders.
- Fixed rare null reference error when placing curved block segments.
Work on improving the UI continues. Currently focusing on improving readability of the UI, so improving font sizes as well as increasing icon sizes. Over time I'm going to get higher resolution icons in as well, which should improve things further.
I've also worked on compressing the building menus. In particular the decorations menu has gotten too big requiring a scrollbar. I've now compressed it with groups that expand automatically when the cursor is hovered over. The groups are for items that are similar but have variations, so for example variations for a specific block type.
Additional 3x3 commercial buildings have been added, meaning I'm almost done with all the commercial buildings.
Middle class 3x3, third density:
Mixed tier 3x3, third density:
Upper class 3x3, third density:
Hello, A new version is live: 0.864 -> 0.8641 - Added a first iteration of interpolating between building efficiency values. This should make stats lets jumpy. - Second density mixed and upper class tier commercial 3x3 buildings added. - Adjusted 3x3 zones' collider size to allow for nearby monorails etc. - Circular paths for monorails and vactracks now possible (vehicles travel along a circular path instead of returning at the last stations). - Fixed missing night lighting for a set of the more recently added commercial buildings. - Fixed monorail track collider in new station. - Fixed null ref error sporadically occuring when moving buildings. - Improved performance for vactrack and monorail calculations. - Improved performance of road calculations.
Hello! I've updated the game to add in additional commerce and adjusted the collider for the new monorail station. I'm currently reworking font sizes in the UI and increases icon resolution, this should be life around the end of the upcoming week.
Hello! Small update is live! Here's what's new: 0.863 -> 0.864 - Increased small police department output. - Increased the distance at which monorails can be placed without blocks nearby. - Made bus stations and tram stations rotatable. - Correctional facility added to priority buildings (gets resources first). - Buildings unlocked by reaching population mile stones now stay unlocked even if population later drops below requirement. - Added new monorail station variant. - Fixed incorrect service output of density 4 upper class 4x4 commerce. - Fixed missing reference to Museum of tradition in building table (made building go missing when loading city). - Fixed at home tourism program also enabling capped taxi fares policy. - Fixed missing cost for water and electricity rationing policies. - Fixed missing 3x3 commercial building materials missing in day/night manager. - Fixed credits overflow in display space. - Fixed missing population happiness icon in status bar. There'll be another update sometime next week adding in the remaining 3x3 commercial buildings and with continued UI work.
Hello, The game has been updated to fix some minor issues (building missing from building look up table and thus going missing when loading a city, among other things) . The next ordinary update will follow next week!
Hello! I've updated the game to set some of the new UI things live. It's taken a while to get this far with it since it's essentially meant breaking parts of the UI completely and then piecing it all back together. But it should be good to go now! There's more UI work coming in the near future though, most notably when it comes to selecting buildings. Specifically the decoration tab has gotten too heavy with buttons and in some cases due to decorations sometimes having several variants. I'm working on a solution to condense heavier tabs to fewer items using expandable item selections. 0.862 -> 0.863 - Added palm tree variant of one of the side decorations. - Added customizable resource display bar. - Added being able to hide UI elements individually. - Added additional UI scaling. - Adjusted icon and text sizes in parts of the UI. - Fixed bug where there would be a small amount of VAT income, even if policy was turned off. - Fixed missing night lighting for new commercial buildings. - Fixed part of the main menu being cut off in 21:9 aspect ratio resolutions. - Fixed scrollable windows not working with scroll wheel in main menu. The customizable resource tab at the top of the screen has a known issue in that certain disaplayable items will light up green when increasing even if an increase is negative. An example of this is crime. This will be addressed in the next version. :) / Nick
Hello!
I've made an update to the game to add in some fixes and new content. There's some ongoing UI work, so the UI might look a bit different in some places, but it should all fall into place in the next update.
0.861 -> 0.862
Changed hologram shader to bring out more building details in hologram during placement.
Added second density of 3x3 middle class commercial buildings.
Added second density of 3x3 mixed tier class commercial buildings.
Adjusted building footprint shader to lower artefacting from texture compression.
Fixed two decorations (1x2 sized) that had a messed up texture.
Fixed stair decoration not properly aligning to grid and thus not being placable.
Fixed adaptable blocks on circle block decorations not adapting to buildings built on top when loading city.
Fixed vac track end caps missing.
Fixed z-fighting in some building foot prints.
Fixed temp blocks' texture disappearing when lowering texture quality.
The mixed tier 3x3 second density commercial building is in!
As is the middle class equivalent as well:
I've changed the hologram shader for when buildings are placed to one that has better readability. This is helpful in particular with different block types and some of the parks where the former, flat hologram would be different to discern direction from.
Some of the upcoming UI changes involve being able to customize what resources you want to display in the bottom bar as well as some adjustments to font sizes. Once that is all in place, there will also be some adjustments made to allow for further UI upscaling.
Hello! I've updated the game to fix wrongly calculated policies after having changed service output. Among them Legalized gambling which was waaay overpowered now. I've also added in the second density of the lower class 3x3 commercial buildings. The remaining ones will arrive shortly. Lastly, after feedback I've started tweaking the UI, starting with a UI scaling option. This is by no means done, as being able to scale the UI requires a bit of tweaking, but it's a start. / Nick
Hello, I've updated the game to fix some minor issues. Services output from commercial buildings have been increased by a factor of 25 to avoid rounding issues with low outputs. Correspondingly, the demand for services has been raised for residential buildings. I've also found goods output from industry to be a bit low, so that has been increased slightly. Lastly, a bug where the small police department and fire department were marked as upgradable has been fixed!
0.86 -> 0.861 Additions - Two new rounded block types added. - First density of 3x3 commercial buildings added. General adjustments - Adjusted industry input and output values. Overall they now produce more goods. Labour needs are scaled a bit more appropriately. - Adjusted hotel input and output values. Also raised tax revenue from hotels, because the input requirements are now higher. - Raised residential tax income slightly. - Adjusted lighting bias to decrease flickery shadows from small objects. - Hotels are now boosted by convention centers, stadiums and museums. - Industry now boosted by goods ports. - Commercial buildings now properly boosted by nearby convention centers. - Commercial building service output changed. - Commercial zones now placed using zone planner, same as residences and industry. - Culture output increased from sanctuaries. - Parks now output a small amount of culture to help cover the needs by residences. Hotels require more culture, so they will require larger output (from convention centers, stadiums and ideological buildings for example). - VAT policy now calculated from population + tourists + services produced. Difficulty refinements (easy to hard) - Increased tax income on easy mode. - Made conglomerates less cranky (except on difficult mode). They will also anger less when demolishing their buildings. Bugfixes - Fixed rounded blocks not lighting up when bulldozing. - Fixed bug where special blocks could be demolished despite building being placed on them. - Sanctuaries were missing from culture display. Other - Decoration code cleaned up. - Destruct code cleaned up. - Made additions to stop threads earlier in large cities to improve shut down speeds. - Further improvement to connection issue in large cities. - Added zone count display when placing zones (based on the size selected).
0.86 -> 0.861 Additions - Two new rounded block types added. - First density of 3x3 commercial buildings added. General adjustments - Adjusted industry input and output values. Overall they now produce more goods. Labour needs are scaled a bit more appropriately. - Adjusted hotel input and output values. Also raised tax revenue from hotels, because the input requirements are now higher. - Raised residential tax income slightly. - Adjusted lighting bias to decrease flickery shadows from small objects. - Hotels are now boosted by convention centers, stadiums and museums. - Industry now boosted by goods ports. - Commercial buildings now properly boosted by nearby convention centers. - Commercial building service output changed. - Commercial zones now placed using zone planner, same as residences and industry. - Culture output increased from sanctuaries. - Parks now output a small amount of culture to help cover the needs by residences. Hotels require more culture, so they will require larger output (from convention centers, stadiums and ideological buildings for example). - VAT policy now calculated from population + tourists + services produced. Difficulty refinements (easy to hard) - Increased tax income on easy mode. - Made conglomerates less cranky (except on difficult mode). They will also anger less when demolishing their buildings. Bugfixes - Fixed rounded blocks not lighting up when bulldozing. - Fixed bug where special blocks could be demolished despite building being placed on them. - Sanctuaries were missing from culture display. Other - Decoration code cleaned up. - Destruct code cleaned up. - Made additions to stop threads earlier in large cities to improve shut down speeds. - Further improvement to connection issue in large cities. - Added zone count display when placing zones (based on the size selected).
Hello!
First off, it's been a while since I updated. My work situation has been incredibly rough and so I've focused on development instead of devlogs.
The next version is underway, but needs a few more days to wrap up some remaining issues and balancing stuff out.
This version changes up industry and hotel balancing and also adds in the first set of 3x3 buildings.
It also rebalancing difficulty slightly among other things.
Lowest tier 3x3 commercial buildings:
Low/mid mixed tier 3x3 commercial buildings:
Middle tier 3x3 commercial buildings:
Mid/upper mixed tier 3x3 commercial buildings:
Hello,
0.86 is live and with it, the following additions and changes:
0.859 -> 0.86
- Current police and fire department stats adjusted and population requirement increased.
- New small police and fire departments added with lower cost, stats and population requirement.
- Rounded block segments added.
- Resource demands for residential zones changed. This should make them more balanced over zone size, as for example 2x2 was a bit overpowered before. Also, food demands have been changed so that mixed tiers (tier 2 and 4) have the same required resources as tier lower and middle class tiers, but at higher demand. This is basically to allow players to get middle class and upper class citizens, without having to produce the additional resource types.
On top of this, food demands are generally lower at low densities, and higher towards higher densities and goods and service demands are absent from the first density, and overall lower.
- Building demands for residential zones have been changed. This mostly corrects 1x1, 2x2 and 3x3 zones having very few demands for nearby parks and schools etc.
- Changed resource requirements of quarters (they were seriously OP!).
- Commercial building local area effects changed.
- Commercial building resource requirements changed. Overall the requirement for goods is higher to offset the lower requirement from residences. Labour requirement is higher, except for mixed tiers where it is lower. This also increases tax income from commercial buildings.
- Commercial building service output lowered (to compensate for lower requirement from residences).
- Industrial buildings' local area effects updated. Resources input/output will be tweaked later.
- Hotel buildings' local area effects updated. Resources input/output will be tweaked later.
- Increased cereal output from farms to accomodate increase in cereal required by residential buildings.
- Increased power output from all power production buildings to match increased power requirement from residential buildings.
- Increased water output from absorbents and water towers.
- Decreased output from food processing and drinks processing plants.
- Crime now lowers area property value, which primarily affects commercial buildings negatively as they require high land values.
- Further adjustments to trade price elasticity.
- Fixed missing service output from 1x1 and some of the 2x2 commercial buildings.
- Fixed missing good/bad building requirements for quarters.
- Fixed cost information panel "sticking" when switching from a building to bulldozer.
- Fixed bug allowing 3rd density upper class 3x3 building to grow (to none existing building).
- Fixed bug where police departments were unaffected by changes in funding (allowing free policing!).
- Fixed all 3x3 residences being avalaible in challenges.
- Prospective fix for slow shutdown of threads when exiting the game.
- Improved on the fix for the duct taped connection issue. There's some work remaining on speeding connections up.
- Removed static world size display on template images in world creator.
This update adds in small police and fire departments, which become available rather early and are enough to cover the needs early on in the game. The bigger version become available later than before. These are still upgradable like before.
The addition of these come with a bunch of changes to local area effects for commerce, industry and hotel buildings. Overall, crime generated in cities will be lower, but the negative effects of crime are now slightly greater as crime will lower building value, which is negative for primarily commerce and hotel buildings.
Rounded block segments have also been added. They're mainly aimed at expanding on customization options in cities.
The update also adds a bunch of fixes and prospective fixes.
There were a few items that did not make it into the update. These were primarily difficulty refinements and additional boosters for buildings. These additions have been pushed to the next release along with the following prospective items:
Fix for rounded blocks not lighting up when bulldozing.
Add boosters to buildings.
Addition of UI to show size of area selected for zone placement
Conglomerate difficulty adjustments (not as angry)
Difficulty refinements (easy to hard)
I and H resource input/output
Permanent fix for connection issue in large cities
Further tests that threads stop properly in large cities.
Grass/plaza texture painting
Order decos (2 1x1, 2 2x2), 1 1x1,
Economy decos (2 1x1, 2 2x2), 1 1x1,
Tradition decos (2 1x1, 2 2x2), 1 1x1,
Revolution decos (2 1x1, 2 2x2), 1 1x1,
Static perks - House of buearucracy passive perk
Cityname displayed on media center building
Commercial 3x3
As seen there is a known issue with the rounded blocks not lighting up when hovering bulldozing. This will be fixed in the next update.
Hello!
Work is underway on the upcoming version of the game.
Here are the items I am hoping to have added in:
2x3 police and fire department
Change resource demand and input goods for residential buildings
Crime should affect building value
Addition of UI to show size of area selected for zone placement
Fix for residential button partition issue
Conglomerate difficulty adjustments (not as angry)
Difficulty refinements (easy to hard)
Fix for thread not stopping on shutdown
Further adjustments to trade price elasticity
Permanent fix for connection issue in large cities
Update C, I and H local area effects
On top of this I'm also adding in a set of curved blocks (pictured below).
The 2x3 police and fire departments are intended to work as small neighborhood police and fire departments, so that you won't need to have large departments in sparsely populated areas. They will be fairly cheap, but won't offset crime and fire danger much.
I recently changed the local area effect values for residential buildings. I will be moving on with updating the values for commerce, industry and hotels as well. Additionally, I'm also reworking resource demands for residential buildings (power, water, food etc.).
I'm also adjusting difficulty settings a bit. One thing that will be added is that tax revenue will be higher on easy mode, on top of the economic boom/bust cycle being much nicer than on normal.
There are also some bugs that I'm hoping to iron out, the connection issue that occurs in large cities is one such bug. This has been duct taped to work, but a more permanent fix is needed.
Hello!
A last, small update for 2022:
0.858 -> 0.859
- Screen space reflections deprecated. (high performance cost, for little visual improvement)
- Changed trade volume effect on resource demand. This should make prices less affected by large trade volumes, especially in large cities.
- Rewired controller customization asset updated. This could possibly address issues with control customization.
- Upper class 3x3 third density residential buildings added.
I've removed the screen space reflections option, as it is both costly in terms of performance, but offers little in the way of visual fidelity. It was also not functional on all OS:es.
I've updated the rewired controller mapper to ensure it is up to date and bug free.
The last remaining 3x3 buildings have been added in. This is the third density upper class buildings.
Lastly, I would like to wish everyone a happy new year!
Hello,
I've updated the game, here's what's new:
0.857 -> 0.858
- Added tool tip for how to change size of roundabouts.
- Area frame fixed so that it shows the correct size of the area marked out when placing buildings.
- Fixed incorrect rounding when placing multiple buildings. Selecting a 6x6 sized area with 4x4 buildings would place 4 buildings, although only one would properly fit the area.
- Fixed roundabouts not working on flat worlds.
- Zone planning tool added for residences and industrial buildings. Selecting (for example) 4x4 residences and framing an area of 6x times 6x will now will place one 4x4 building and fill the remaining area with 2x2.
I've fixed a bug preventing placement of roundabout on flat worlds. I've also added a proper tool tip for how to resize roundabouts when placing them.
I mentioned a while back adding in a zone planning tool. This is now live for residential buildings and industrial buildings (they have complete sets of 1x1 to 4x4 buildings).
You can now select an area to place zones into. The selected size building will be the maximum size, and all areas that don't fit that size will be fitted with a smaller size zone.
This makes it easier to mix different size zones.
I've also fixed the outer frame when selecting an area, so that it correctly compensates for building size, making it easier to see what area is being selected. On top of this, a rounding error has also been fixed, preventing an amount of buildings larger than can be fitted into the selected area being placed.
Hello!
I've updated the game!
0.856 -> 0.857
- Entertainment output of entertainment buildings increased.
- Third tier (Middle class) 3x3 third density added.
- Fourth tier (Upper middle class) 3x3 third density added.
- Added click and drag functionality for roundabouts (click and drag to change the size rather than placing several).
- Changed import options for recently added textures.
- Changed import options for building textures to remove alpha channel (which isn't used but took up memory).
- Possible fix for slow shutdown of the game when cities are large (this is likely due to a thread taking a long time to quit).
- Fixed LOD settings for recently added buildings.
- Fixed incorrect population requirement for buildings to grow displayed when playing on a flat world.
As mentioned, I've added in more of the 3x3 third density buildings. Only the upper class variants remain.
I've changed the way placing roundabouts work. Previously each size roundabout was a distinct item that needed to be selected before placing. You could click and drag to place several roundabouts at a time. This is usually not what you want to do (have a set of interconnected roundabouts...) so I changed it so that there is only one item to select and clicking and dragging will change the size of the roundabout. That way I can also compress the amount of items in the road group.
I've also done some minor optimization, changing texture import settings and some LOD settings for recently added buildings.
Hello, I've patched the game to add a temporary fix for buildings not connecting properly to nearby roads. This bug only occurs in very large cities with comprehensive road networks. The fix takes a while to take effect in these cities, and may cause some slow down initially. A proper fix is in the works! / Nick
Hello!
I'm in the process of adding in the recently mentioned "zone planner" feature and block painting. This is a bit time consuming, so I've opted to continue making some smaller updates on the side while this work is ongoing.
Here's what's new:
0.855 -> 0.856
- Updated view modes to work better with changed post processing stack.
- Increased wealth requirement for commercial zones and hotel zones.
- Increased traffic visibility and added it into the draw distance option.
- Shrunk the large sanctuary building slightly and added props to it to make it look nicer.
- Added second tier 3x3 third density
- Rebalanced local area effect requirements of residential zones. Overall residences should require less culture and entertainment up until the 4th density, which require slightly more. Also fire safety requirements are lower and crime generation is also lower. Later on industry will be the primary source of fire safety demands, and industry and commerce will be the main zones that require police protection.
- Fixed blimps not spawning correctly.
- Fixed there being too many conglomerates in older saves. This would cause some buildings to be incorrectly displayed in the owner view.
- Fixed small wind turbine, wood burner and batteries now showing as power production buildings in the type view.
- Fixed fog color in icey flat world.
- Fixed shadow caster on both sanctuary buildings and 3x3 lower class residential buildings.
I've started reworking local area effects, starting with residential buildings. There have been so many things added into the game over time, that it's become necessary to rebalance things. For starters, there are too few entertainment buildings and the demands for entertainment have been too high. So I've started tweaking this slightly.
The idea is also to get more mixed areas to be required, ie not placing all commerce in one area etc. But more on that later!
Third and last density for second tier 3x3 residences added!
I've continued working on the post processing stack and tweaking layer render distances a bit. This makes traffic show for greater distances.
The view modes were a bit bugged since changing the post processing stack. This has now been fixed. I've also added greater color separation in the building type view.
Hello,
I've updated the game. What's new:
0.85 -> 0.855
- Post processing stack overhauled.
- Focus distance changed.
- Shadow contrast changed.
- Third density for lower class 3x3 added.
- Fine tuned clip ramp for buildings fading at distance.
- Revised nighttime lighting.
- Fixed collider issue with rounded grass tiles.
The collider issue was with the grass tile meant for the rounded block type:
I've refined the clip ramp to make the distance building fade out a bit more detailed (it looked blocky before).
The entire post processing stack has been changed. Some effects moved over to a new asset, while others have been tweaked in the existing asset. Pictured below is the improved depth of field which also means the calculation for focus has also been greatly improved. For those that dislike DoF, the effect can be turned off as usual.
I've extended the reflection probe distance so that buildings don't "black out" so close to the camera. The distance has also been tied in with the render distance so that the reflection probe distance shrinks when a lower render distance is used. Overall, this improves visual fidelity.
I've also changed the shader code so that nighttime lighting has a bit more punch:
Hello! First a bit of personal news: my spouse and I recently had a baby, which means that for a period of time, updates will be a bit more sporadic. Now, I have three main focuses dev wise. Primarily the remaining 3x3 buildings. I've got two modelled and being textured atm. The remaining ones should be done in the upcoming two weeks. I'm also reworking how the small grass and plaza decorations are placed. Currently they are just a 3D face placed on top of existing blocks. I want to change this and have the grass or plaza render directly on the block. This will remove Z fighting and also preserve some verts in each view. This will also make it easier to get rid of some of the collider issues that exist, where for example a grass tile can be placed before a building, but not after etc. I also want to rework zone placement a bit so that if you select a 4x4 sized zone, it will automatically calculate and place 3x3, 2x2 and 1x1 zones if you select an area of (say) 7x7. This will make it less finicky to place different sized zones in an area. I'm hoping to have all these things in by the next update, but as mentioned, updates and news may be a bit sporadic for a while. / Nick
Hello!
Version 0.85 is now live! What's new?
- Correctional centers now produce "correctional cells", instead of policing like it did before. This means correctional centers become necessary over time. Police departments can hold some inmates as well.
- Crime calculation changed. Criminals are now a demographic in the city and need to be handled in correctional centers or in a smaller amount of cells available in police departments.
- Updated needs and output values for 3x3 residential buildings.
- Reverted back to TAA (temporal anti aliasing). It adds a bit of jitter in small details, but overall looks nicer. Jitter will be fixed over time.
- Changed building foot print texture import settings to lower memory use.
- Changed building foot print shader to better solve pixelated edges between different texture types (grass and asphalt for example). This increases visual fidelity.
- Fixed bug where roads would not connect on tunnels placed around corners.
- Fixed rotational bug on solar plant panels.
I've fixed a an issue with roads not connecting around corners when one side is built in a tunnel. This was an issue caused by an earlier fix of roads connecting through tunnel walls. Now it should ALL be working as intended! :D I've also addressed an issue with the solar panel rotations. The rotation would not work properly with solar panels built on the side of blocks.
I've also made changes to the shader used for building footprints. It used to produce some unsightly artifacts (left in image) between then mapped areas (grass, asphalt etc.). I've managed to get this to look nicer, while also being able to compress the textures more. This should save about 40mb in texture memory.
There were some values for the newly added 3x3 residences that were incorrect. Primarily they required way more entertainment than they should. This has now been fixed.
Police departments and Correctional centers now produce "correctional cells" or jail cells. I've also changed how crime is calculted to add in a "criminal" demographic. This means a city needs to have enough cells to house criminals.
Hello!
A bit later than expected, the second density for the 3x3 residences are now live! Adding them in, I also fixed a few materials missing from the night time lighting cycle.
Lower class:
Low/Mid class:
Middle class:
Mid/Upper class:
Upper class:
Hello,
The second density for the newly added 3x3 residences is coming along well. I plan on having them added in during the week. Currently the remaining work is texturing and adding props - this should take 3 or so days so expect the update around thursday.
Lower class tier:
Low/mid tier:
Middle class tier:
Mid/upper tier:
Uppe class tier:
Hello!
Brief update today. I decided to update the game to get the first tier of the new 3x3 residences in!
The second tier should be ready fairly soon!
Hello!
The 3x3 residences are coming along nicely. I will hold off on adding them into the game until I have the second density done a well. Currently the first density is almost complete. I should hopefully get most of it wrapped up and ready to go next weekend or mid week the week after.
The lower tier first density has already been added in:
The mixed lower/middle class tier first density is done:
The middle class first density tier is also done:
The mixed tier (mid/upper class) first density is also done:
The next update will also feature some minor fixes, among them a fix to the new solar farm panel rotation, which is off when farms are placed on the sides of blocks.
Hello,
0.84 is now live:
0.83 -> 0.84
- Added first set of buildings for the lower tier 3x3 residentials.
- Two new parks (3x4 and 2x3) 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 3x3 residential buildings. The first tier, first density 3x3 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.
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 3x2 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 4x4 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 3x3 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. :)
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 2x3 sized park:
On top of that I'm making a 3x4 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 3x3 residences and commercial buildings.
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 1x1 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 1x1 decoration is now done:
This means that all four ideology "groups" have 1x1 decorations now, more might follow later on, but for now I will settle with these and move on to 2x2.
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.
Hello! Work is moving forward on the next update. I've started adding in additional tweaks to difficulty settings and also came across a bug that reverts difficulty set in the main menu when loading a city. This will be fixed in the update next week! I've also reworked the free roam startup logic, so that clicking a template no longer launches a standard normal mode city, but rather allowing players to select a template and set difficulty and weather etc. Making everything customizable so to speak. I'm also finishing up on the remaining 1x1 ideology decorations and will move onto the next size (2x2) afterwards. I'm hoping to be able to speed up production on these, but design ideas have been a bit thin. In terms of difficulty settings, I've added additional simplifications to the easy mode. Crashes will no longer occur on easy mode, meaning that recessions are shorter and the shift from a positive economic state to a negative is less dramatic. This is on top of the general boost given to the economy when playing on easy mode. I will also be going into increasing the likelihood of receiving gifts from conglomerates.
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.
- 6x6 carbon power plant added.
- 6x6 solar power plant added.
- 4x4 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 4x4 solar power plant has been overhauled. I wanted to use the circular version for the 6x6, so I decided to give the 4x4 version a different look.
The circular version has been scaled up and refined a bit:
The carbon power plant gets a 6x6 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:
Hello! I've updated the game to fix an issue when placing small glass factories (not lining up to grid). / Nick
Hello! I've updated the game to add in two new decorations, industrial pipes! Along with this I've also fixed the emergency loan not working on easy mode and the prompt for the emergency loan being shown on hard mode, despite a loan never being given. The update also adds in some changes in how roads are calculated, to speed up this process. This is most noticable in very large cities and should make new buildings connect fast to networks as well as make roads "live" faster. / Nick
Hello, I've uploaded a small fix for buildings not connecting properly to the nearest available road node. I also noticed the footprint size was incorrect for the small wind turbines causing them not to place properly. / Nick
Hello! I've made some fixes to the game and added some new content: - Added fallback to standard resolutions if there are no resolutions found. - Added new decorations. - Added ideology decoration (revolution decoration). - Raised the "bottom" on labour demand, so that demand for labour is always slightly higher, regardless of boom or bust economy. That way there should be less extreme unemployment during crashes. - Fixed double separator icons in tutorials. - Fixed monorails being possible to build far away from blocks. - Fixed tutorials taking long time to register roads having been constructed. / Nick
Hello! A new update will be live soon to adjust economy and fix some issues: - Adjusted global economy and made it easier on easy mode and normal mode. - Added additional mid barrier decoration for roads. - Added additional plaza decorations. - Polish localization updated! Thanks Gluciorek! - Fixed roads connecting through tunnel walls. - Fixed roads being placed in tunnels on loading city, despite there already being a road placed there. - Fixed destruct mode cancelling when mouse pointers is outside of collider. This means buildings with finicky colliders are less annoying to destroy. - Fixed grass collider on rounded block to allow both grass and bridges built on them. - Fixed buildings fetching nearest road tile as connection point if there are no current existing nearby connection points. This should improve connectivity logic. Another update will be up next weekend to add in some new decorations and add in a few more fixes and adjustments!
Hello! As mentioned last week, I'm currently working on a bunch of QoL-improvements. I've finished up a set of them and it seems a good time to release them, while continuing work on the new decorations behind the scenes. Here's what's new: - Fixed roads connecting from under bridges and decorations, this was an accidentally revived bug. - Fixed population requirement for next density zones at max density being displayed. - Fixed range display overstating building range slightly. - Fixed range display on buildings already placed. - Fixed missing aeroport icon. - Fixed cost not displaying when placing vactracks and monorails. - Fixed missing output display for sanctuaries in the building info panel. - Added proper bridge holograms when placing bridges. - Added a prop manager that is tied to the day night cycle. Cars now only appear at night time at stadiums and conventions centers. - Added input resources into cost info panel. - Changed it so that the flip building tooltip only shows up when placing a flippable building.
Hello!
Work on the upcoming version is moving forward fairly well. I have three main goals with the next update; QoL improvements, ideology decorations and adding more life into cities.
Among the QoL improvements I'm currently working on is full bridge holograms to replace the current "generic" display when placing bridges.
I'm also working on tweaking the cost window so that I can also fit adding in necessary inputs for buildings.
There will also be a set of decorations for the different types of ideologies (groups of ideologies):
Order decos - 2 1x1, 2 2x2
Economy decos - 2 1x1, 2 2x2
Tradition decos - 2 1x1, 2 2x2
Revolution decos - 2 1x1, 2 2x2
Also working on getting "dynamic" parking lots for certain buildings, for example stadiums, so that cars only appear when there's a game going on. Also, there will be some civil "baloons" around blimp stations.
Hello, The game has been updated to fix a minor bug in the mesh merger and adds a few new thigs (see below). For the next version, I will be adding in some of the ideology specific decorations as well as continuing work on tidying up and polishing current features. Hopefully I will be able to have some more frequent communication as I'm now finishing up on some of the work that has taken up (too much) time recently. - Ideology building texts (in english) updated. - Ideology building descriptiopns added (in english). - Info label added for zones not growing below certain levels of city population. - Added conglomerates being angered if tax rates for hotels are too high (similar to how it is for industry and commerce). - Fix for null ref. error in mesh merger.
Hello! I've updated the game to add in some additions and tweaks, primarily in regards to ideology, but also some changes in the trade panel (hopefully cuts down on in game time spent managing trades) as well as a fix to merging roads and grass tiles. 0.8 -> 0.81 - Ideology buildings are now properly sorted when performing calculations. - Ideology buildings now convert into culture buildings when switching ideology that doesn't support them. - Added and tweaked values for each ideology building. - Updated sounds for some ideology buildings. - Made minor adjustment to pollution tolerance related to population size. - Adjusted decoration pollution effects. - Added instruction for how to unlock long term contract trade in trade menu. - Expanded trade triggers so that trade can be set up to start once there is more/less than amount resources in storage. Trigger for price now active while price is less/more than set value. - Long term trade items can now be paused and resumed, instead of having to be removed and then remade. - Fixed bug where merging meshes (for example roads or grass) would sometimes fail and produce missing segments. Fixing this has also improved performance, as it was due to a rendering issue.
Hello! I've updated the game to add in some additions and tweaks, primarily in regards to ideology, but also some changes in the trade panel (hopefully cuts down on in game time spent managing trades) as well as a fix to merging roads and grass tiles. 0.8 -> 0.81 - Ideology buildings are now properly sorted when performing calculations. - Ideology buildings now convert into culture buildings when switching ideology that doesn't support them. - Added and tweaked values for each ideology building. - Updated sounds for some ideology buildings. - Made minor adjustment to pollution tolerance related to population size. - Adjusted decoration pollution effects. - Added instruction for how to unlock long term contract trade in trade menu. - Expanded trade triggers so that trade can be set up to start once there is more/less than amount resources in storage. Trigger for price now active while price is less/more than set value. - Long term trade items can now be paused and resumed, instead of having to be removed and then remade. - Fixed bug where merging meshes (for example roads or grass) would sometimes fail and produce missing segments. Fixing this has also improved performance, as it was due to a rendering issue.
Hello, The game has been updated! Additions and fixes since 0.79: 0.79 -> 0.80 - Residential quarter buildings now enabled only when adopting an ideology. - Added ideology unlock icon. - Added color indication on timer slider for revolution. - Updated some of the translations with new terms. More work on overall translations will be done once ideology is fully implemented to get all localizations up to par. - Changed disaster likelihood during revolution. - Added an education affector so that education locally is affected more by changes in overall education policy as well as ideology. - Added passive effects of ideology buildings - Started adding ideology building transformation into culture buildings when switching ideologies. Additional work will be done shortly. - Fixed incorrect sign in ideology effect on crime (revolutions had positive effect on crime, not negative). - Fixed population growth behavior during revolutions, was pushing people INTO the city, rather than out. - Fixed UI, so revolution immidietly resets the revolution timer. - Fixed null ref error in ideology building unlock script. - Fixed cost info credit display issue (credits marked red even when you have enough money). More to come in the upcoming week, particularly around ideology and ideology building effects. / Nick
Hello! The new version is now live: - Minimum population requirement for city hall, customs house and national bank increased as an adaptation to the new ideology / city state system. - City statehood and ideology implemented! This unlocks 16 buildings, locked to different ideologies. Passive effects of each ideology implemented but will be tweaked over time, as will other effects connected to each building. - Changed distance clip ramp (looks a bit smoother now). - Fix for roads not being merged when loading a city. This version adds in the last big feature for the game, ideology. The current iteration adds in the basic aspects of the system. Moving forward, I will make smaller, but more frequent updates to add in tweaks and minor additions to the system. / Nick
Hello, I've been a bit silent recently, mostly due to a heavy work load at work, but also trying to prioritize dev when possible. The next version of the game will be live tomorrow, and will see the first iteration of ideology implemented. The current implementation enables passive effects of adopting an ideology and unlocks ideology specific buildings. The passive effects will need to be tweaked over time, to ensure that they are balanced and that no ideology is over powered or under powered. The ideology buildings currently only provide their base local area effect. I will, over time, add in their special effects as well as their conversion into culture buildings once an ideology is changed. A more complete description will follow tomorrow! / Nick
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.
Hello, Work on ideology is almost finished. I intend to post a more detailed update on what will change and what new building does what this coming sunday. The update with ideology implemented should be live next sunday. The first ideology update will feature the basic system with each ideology's passive effects, buildings and building effects and perks. The more substantial ideology changes will be added gradually later on, as they change some of the fundamental system (such as conglomerates becoming inactive if you implement communism). These changes will be added once the upcoming changes have been tweaked and work well enough. 0.77 -> 0.78 - Building range recalculated from fixed (smalle and large) range to adaptive according to building footprint size. For instance, 1x1 buildings have a longer range now. - Range display changed. - Fixed bug where goods ports could not be placed. - Fixed world texture shader zero point flipping issue. Enabled at a later date. - Treasury - Museum of labour - House of Unions - Propaganda center
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.
Hello! I've updated the game to fix an issue with difficulty defaulting to sandbox if the difficulty slider is not touched when setting up a free roam game. Also, there was a collider issue in one of the new special block roads. / Nick
0.76 -> 0.77 - Scientist workers implemented. - Road, tram and grass variants added to slope block. - Minor optimizations in city load code and calculation and connectivity managers. - New happiness system. - New sanctuary building added. - Fixed issue with placing trams on slanted blocks etc. - Fixed avenue road tile not being replaced when placing trams. Added, but enabled later (when ideology system is finished) - Center of tradition. - Grand library - Great museum of history
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.
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.
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.
Hello!
The holiday season is upon us, but work on the year's last update is still ongoing! 0.76 is expected to go live sometime around the middle of the week and will feature the full set of mansion textures:
Upper class citizens living in a mansion will provide additional tax income if wealth tax is enabled - if not they pay the regular upper class tax.
The remaining quarter type, upper class, is underway.
This is a sort of parisian style building that, like the lower class and middle class quarter, has 3 densities.
I'm hoping to get a bunch of other goodies in for the next update as my ordinary work is (almost) done for the year. :)
Hello,
0.75 will be live in a bit, adding in some new stuff and fixing some bugs.
0.74 -> 0.75
- Added (yet another) block type (now it's the last one!). Matching roads etc. to come.
- Night lighting for quarters added.
- Mansions added. Some currently missing textures, but they be in soon :)
- Added redundancy if resolutions are not loaded properly.
- Fixed car movement on 45 degree road.
- Fixed issue where placement on special blocks would be prioritised to non-flat surfaces.
- Fixed incorrect difficulty settings on templates and campaign levels.
- Fixed quarters not spawning vehicles.
- Fixed campaign menu header title in main menu.
- Fixed autoplaced road tiles in tunnels not adjusting to surrounding roads properly.
- Fixed middle class quarter density 3 growth bug.
Mansions have been added. These are bigger residential lots for upper class citizens, they are costly to plop and have fairly high demands, but once fully implemented (which will be in 0.76), will be able to be used for wealth tax income etc.
I decided to add in 4 variations, but two are still untextured. It was better to do it this way, so that there is more variation even initially. The remaining textures will be in for the next version!.
A flatter type of slanted block has been added. I'm still working on the grass variation and roads to be placed on them.
Lighting has been added for the recently included quarter building types! The remaining upper class quarter is slated for 0.76.
Lastly, the change in difficulties recently made the difficulty level of the campaign levels and the templates skewed towards easy, this has now been fixed, as have a couple of other annoyances I've found.
Hello!
0.74 will be live in a bit and add in some new buildings and fix a few issues:
0.73 -> 0.74
- Lower class quarters density 2 and 3 added.
- Middle class quarters density 1-3 added.
- New block type added.
- Sandbox mode added. Cities built in what was formerly the easy mode with infinite money, will no longer have infinite money, but will still be easier. Sandbox mode also unlocks all buildings.
- Tweaked population count etc. for lower class quarters.
- Fixed being able to place roads over grass tiles on sloped blocks.
- Fixed block end cap decoration not working on some of the special blocks.
- Fixed not being able to build (for example grass) decorations on both the rounded and flat side of a special block at the same time.
- Fixed not being able to place (for example grass) decorations on the rounded corner block.
- Fixed grass tile (without trees) not saving properly.
- Fixed missing sound for Quarters when clicked.
First off, the second and third density for the lower class quarter has been added in! There have also been some tweaks to the first density's values. I've also fixed the missing doorbell sound when placing the building or when clicking it.
The middle class quarters are now also in, density one through three! These won't house quite as many citizens as the lower class quarter buildings do, but also do not come with quite as many requirements for policing and fire department coverage etc.
A sandbox mode has been added! That means that the infinite money that was previously available in the easy mode is no more. If you had a city going in easy mode, you will have a tonne of cash, but it will no longer be infinite! Easy mode has a slightly better global economy and a more generous happiness calculation. There are also no disasters.
The sandbox mode has infinite money, and all buildings are unlocked from the start.
A new special block has been added - a 45 degree angled block. This is the last block type to be added before version 1 of the game. There is a small issue with traffic on the 45 degree angled road, but connections work properly otherwise.
I've also fixed some issues where grass tiles could not be placed properly on some of the special blocks. There are a few edge cases left to adress, but overall it should all work much better now.
Hello!
I've continued work on the new residential building type - quarters.
There's now a full three-density set for lower class citizens inspired by eastern european type module housing. The first density houses 80 people, the second 210 and the third 480. The third density is therefore almost equal to the third density for a 4x4 sized residential building. Given a size of 2x2 tiles, these can potentially house a lot of people. The downside is that they have a slightly higher resource use and require a lot of police and fire department coverage.
This week I will be moving on to the middle class quarter building. This will, however, not be quite as focused on packing in lots of citizens as the lower class one.
I'll also be adding in a last block type - a 45 degree angled piece with inner and outer corner pieces.
Changelog: - New cereal and legume farm types added. - Lower class quarters added. - Fixed grid centering issue on parking lot tile. - Fixed 3x3 industry icons missing. There is sometimes an issue with the red overlay when destructing the newly included quarter buildings. This will be fixed in the next version.
Hello!
I'm finishing up on the remaining work for the upcoming update. This update will be fairly small as it introduces a whole new type of residential building which has taken quite a bit of work to get working properly - the quarter.
There will be three tiers for these, lower class, middle class and upper class and they will be able to reach three densities (heights). First one out of the gate is the lower class, first density.
Quarters are will allow for denser cities and for more customization as they adapt to surrounding buildings. The lower class quarter building has a high population density and so will allow for building a large lower class population without using up too much space.
Of course, packing many citizens into a small space means police and fire department coverage must be good, as well as education and health care coverage.
Another new addition is a new type of cereal and legume farm. These are costly but highly space efficient farms with high output (higher than greenhouses on less space).
These farms can also be built in middle to upper class neighborhoods without incurring a penalty.
Here's what's new: 0.71 -> 0.72 - Placing buildings now displays current buildings as red or green depending on whether the building you are about to place is liked or disliked. - You can now use the shift keys (press and hold) when placing buildings or roads to instantly switch over to demolition mode. - New localisation system added - this will allow custom translations to be read into the game. - Added bulldozer cursor icon when destroying stuff! - Added move cursor icon when moving buildings! - Added LOD and shadows for 4x4 density 4 hotel buildings. - Text info instead of icons for conveying building placement information. - Speeded up loading cities slightly. - A little treasure added... - Fixed palm tree avenue reverting to standard road when buildings grow around them. - Fixed flat blocks stuck between grid during placement. - Fixed autoplaced tunnelroads not saving properly. - Fixed roads next to a tunnel connecting through the wall. - Fixed roads built on the side of tunnels not connecting properly. - Fixed curved block inner piece allowing things to be built on a non flat side. - Fixed pre placed grass decorations not merging in tutorial. - Fixed load/save being enabled in the camera tutorial. Added, but enabled later on: - University of liberal philosophy New adaptable residential buildings will be added later on in the week.
Hello!
Work on the next update is going well. A sort of unoticable change that has been in the work for a while is a new localization system. Instead of using hard coded files in game, the "official" translations are now read from files in the game folder and the game also checks a localization folder in the save file folder for custom translations.
This system will make it easier to not only maintain and update the current translations, but also make it easier to add new languages and will improve quality.
On the subject of translations, if you come across something that isn't translated in your language and you know what it is supposed to be, feel free to send a message on Discord - over time the official languages should be complete again. :)
I've continued QoL work, adding the ability to quickly switch from placing a building/road to the demolition mode using the shift key.
When placing buildings, currently placed buildings will light up red or green depending on whether the prospective building is liked or disliked. This should make it easier to plan cities, especially if you are new to the game.
Ideology building work is still ongoing, with the University of Liberal Philosophy building being more or less finished. I should be able to finish the Center of Tradition building this week as well.
I've found some minor issues with mesh merging - specifically with palm tree avenues and pre placed grass tiles (like in tutorials). These issues have been resolved. An issue with roads connecting through tunnel walls has also been fixed.
Prospectively being added in the upcoming version is a new type of residential building that adapts to neighboring buildings of the same type. I'll be added three densities of 2x2 adaptable residential buildings. These will come in lower, middle and upper class (ie. no mixed types). For 0.72 I'm hoping to have the complete lower class type finished.
Hello,
The update (0.71) will be live in a bit. Main new addition is the last, long delayed 4x4 hotel buildings. But there are also some minor fixes included.
0.7 -> 0.71
- Hotel density 4 for 4x4 size added.
- Population requirements for hotel densities tweaked.
- Fixed merge issue with palm tree avenues and regular avenues on slopes.
- Fixed two building colliders where center was too high and allowed roads to be built under the building.
Hello!
Only some minor info this week. I will be posting a small update to fix a missing merge material for certain roads as well as the remaining 4x4 fourth density hotel buildings. This should be live tomorrow evening (CET) or wednesday around noon the latest.
After this update I will move on to a bigger update that will include a better range display when placing buildings, an updated localization system and some other bigger improvements. I aim on getting that update live on november the 1st.
This tweak should make it easier to get cities to take off initially. More tweaks on hard mode coming in the next version. :)
Hello!
I missed the previous devlog due to being downed by vaccination. But here's the latest in Atmocity development!
It seems like good timing to round off the latest dev stretch with an update, so 0.7 is here!
0.69 -> 0.7
- Hard mode added. More tweaks to come to this over time.
- New destruction hologram added. This one looks nicer and has no Z-fighting issues.
- Added ability to move buildings
- Made happiness related to pollution more closely relative to population levels (higher population, higher tolerance).
- Avenues can now be placed on sloped blocks.
- Added roads into material merger.
- Building a tunnel now automatically adds a road.
- Destroying tunnels removes existing road inside.
- Busstop destruct hologram added.
- Road now reverts as expected when removing busstop.
- Added a midbarrier object that can be used to prevent roads from automerging.
- Fixed roads with street lights spawning inconcistently around inner city buildings.
- Fixed efficient recycling research item - cost reduction was incorrectly cost increase.
- Fixed year cycle translations in options menu.
- Fixed year cycle options sticking in dropdown menu.
- Fixed building hologram displaying blue, but not being able to be placed when hovering over special buildings blocks are placed to not allow being built on.
- Fixed school shadowcaster producing odd shadowing on the building itself.
- ZoneType enumerator deprecated and replaced with a Vector. This means that footprints on buildings now is done a bit differently. If you come across a building that can't be placed properly (for example looks as if it is placed between grids) give me a shout!
- Known issues: If you previously had a city in a flat level. Resources required per research item is a bit jumbled up. Research still works properly, except some items will be less costly than they should be.
Hard mode has been added in! This is still not fully tweaked, so more work will be done on this mode. An achievement will be added later on, but only after the mode seems fairly stable and finished.
This version wraps up some previous work on, for example, roads on sloped building blocks etc. Avenues have now been added into this system and should work as expected.
A midbarrier has been added as well! This prevents roads from automatically merging (as illustrated in the images below).
This update fixes a bunch of smaller issues - among them the building hologram not showing red despite trying to place over a block type that doesn't support buildings.
Roads and trams have been added into the material/mesh merger, to improve performance further. I've also fixed roads not automatically adapting when buildings are placed around them (they're supposed to get street lights and pavements when residential, commercial or hotel buildings are placed nearby).
The destruction hologram has been updated to look nicer and to avoid z-fighting. This new system will later on also be used to display buildings red or green depending on whether they like or dislike a nearby building. This will make it easier to know beforehand if a building will be disliked.
Buildings can now also be moved. The exception is stations buildings, as they have a slightly different function. Moving buildings is rather pricey, and depend on building size and density.
Hello, I managed to get batteries fixed as well and have uploaded a patch for this. This patch also fixes an issue with the carbon sink building.
- Adjusted crime and fire stats for industry. - Removed advanced circuits and nano struct upkeep from lab. - Changed required resources for individual research items. - Fixed status view displaying missing water/electricity incorrectly. - Fixed resource allocation issues. - Fixed issue with growth condition in flat levels. Known issues: Battery building doesn't compensate for loss of power properly. This fix will be in for 0.7
- Fixed missing hologram for correctional center. - Added minor upkeep cost for mayor's house. - Fixed labour demand calculation underestimating demand. Known issues: Resource allocation has some issues (but should generally lead to more output than there should be). Building status view is bugged (related to resource allocation issue). A fix for the known issues will be live tomorrow or on wednesday at the latest.
Hello!
I'm pushing an update to fix some minor issues and to add some overall polish in building placement etc.
0.68 -> 0.69
- Pumpkins are back!
- Lowered concrete cost for foundations.
- Tweaked tax income from RCI and H. Early tax income bonus time increased.
- Increased emergency loan size.
- Lab credit upkeep cost reduced.
- Added difficulty slider in world creation screen. Hard mode coming in 0.7.
- Atlantis mode deprecated - cities made in this mode will be converted to the newly added easy mode (same thing).
- Ensured camera is returned to source position after camera shake.
- Lowered screenshake when placing buildings.
- Updated 2x1 sized decorations to match plaza type decorations and plazas.
- Increased culture output of upgraded mayoral house.
- Added slight culture output from mayoral house and city hall.
- Added busstops to public transport view so they are easier to spot.
- Adjusted destruct particles to get recycled quicker.
- Tidied up object placement hologram so that it doesn't "fly in" when selected.
- Tidied up code for placing grass and roads on newly added blocks.
- Fixed (most likely) demand calculation for buildings unaffected by the global economy. This issue usually showed itself as production buildings having 0 labour for example.
- Fixed placement hologram not disappearing when switching from building to bull dozer.
- Fixed park footprint to work with world textures.
- Fixed not being able to place tram tracks on road tile after busstop has been placed on the same tile.
- Fixed roads connecting via the side of busstops.
- Fixed missing tunnel face icon.
- (Prospective) fix for resetting controls to default.
- Fixed UI color and shadow/texture quality resetting when resetting to defaults.
There was an issue where factory and building output would sometimes "cut off". This was due to a calculation error for buildings unaffected by the global economy. This is hopefully fixed, or at the very least much less common now.
I've tweaked tax income from RCIH and some building upkeep costs as well as lowered concrete costs for foundations (making city expansion a bit cheaper in that regard).
I've also added a slight culture output from mayor's house and city hall buildings.
I've also cleaned up building placement code and made it smoother.
Hello!
I was notified that Atlantis mode wasn't displaying the blocks properly (due to the object merger missing the initial blocks there) - SO! Game has been updated to fix this issue, and a bunch of other minor changes!
0.67 -> 0.68
- New block icons added.
- Added being able to build trams on new block types.
- Added missing night time lighting for fourth tier highest density commercial building.
- Grid now follows pointer when placing blocks
- Lowered volume of police and fire department vehicles as well as ambulances.
- Park footprints adapted to be surrounded by grass to better match with park-like decorations.
- Adjusted school footprint to better match surroundings.
- Improved vehicle performance.
- Improved car intersection behavior.
- Fixed cars not moving properly on the outer rounded block type.
- Fixed road tunnels not saving properly.
- Fixed tram movement issues.
- Fixed trams not spawning.
- Fixed roads connecting through the side of a tunnel if there is a road directly outside and the road in the tunnel was placed after the other road.
- Fixed shadow caster in tunnels.
- Fixed bug where Atlantis level blocks would not be sent to block merger and thus become invisible.
- Fixed destruct sound for demolishing buildings.
- Fixed placement frame not being removed when placing decorations on items (as click and drag isn't available).
There were some issues relating to the newly added block types, tunnels not saving for example or cars not being able to move properly over the certain road types. These have now been addressed.
Trams can now be built over the new road types on sloped or slanted blocks. In working with trams I also noticed a few issues that have been addressed - among them trams not spawning properly when placing a tram station.
I've started cleaning up building, block and road placement code and fixed some minor bugs there. For example, the click and drag frame would display even for decorations that can only be placed individually.
Some of the park textures have been cleaned up so they don't have paths leading to the edge of the footprint in order to make it easier to build large park areas that blend together well.
This update was a bit rushed to fix the Atlantis mode bug, but I should have another build up fairly soon to cover the remainder of hotels for example.
Changelog 0.66-0.67 - Additional building block types added. - Adjusted sloped road. - Adjusted distance fade out. - Updated polish localization - Changed object merger to also merge grass and plaza objects to create better batches and more efficient shadow casters. - Separated destruct particles and sounds so that water blocks have their own particle type when being destroyed. - Special blocks (sideblocks etc.) can now be placed on temporary blocks. - Fixed null ref error in landmode when trying to demolish terrain. - Fixed bug where building an avenue over a regular road would sometimes not spawn the correct intersection type. Known issues: Sometimes, a road or decoration does not correctly adapt to the underlying block - this will be addressed in the next update.
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.
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!
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.
Here are the full patch notes with changes, aside from the aforementioned options menu bug being fixed: - Fixed shadow caster material issue causing some shadows to not show correctly. - Updated a couple of decorations to work with seasons changing and to fit together seamlessly. - Updated plazas to work with updated decorations. - Fixed second plaza type texture UV being offset. - Optimized vegetation shader. - Fixed grass texture on large vactrain station footprint.
There was an issue with loading resolutions at start on certain aspect ratios, this has now been fixed!
Hello, Small fix to adress the following: - Fixed upkeep cost issue making buildings work less efficient in Atlantis mode. - Fixed bug where flower, dyes and textile production would not stack properly. - Adjusted fade out ramp texture.
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.
Hello, Due to some family issues I'm going to move the next update to a later date. I currently can't say when, but it shouldn't be too long. All the best, Nick
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 3x3 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!).
Hello,
Work is progressing on the upcoming version. I'll be getting the last density for the 4x4 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:
The new version is now up and running! / Nick
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.
Hello, The game has been updated! Here's what's new: 0.63 -> 0.64 - Fixed not being able to build temporary spacer blocks when in debt. - Fixed prompt missing when more atmoports are needed. - Fixed demolition of flat blocks being locked if something is built on them. - Fixed being able to demolish overpasses with buildings on them. - Fixed hotel demand being too low. - Fixed lighting on certain hotel buildings being too bright. - Added 6th density for commercial zones tier 2-5. - Added lighting for 2x2 density 3 hotel buildings. - Lowered the amount of concrete needed for foundations. Slight cost increase to compensate for lower resource requirements. - Increased building material output from factories. - Increased purchase/sales prices for building materials. It should now be more lucrative to produce your own resources. There will still be good possibilities to make good trades, selling when expensive and purchasing when cheap. - Consumer resource prices increased. - Tourism now affect atmoport capacity.
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 3x3 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.
Hello, There will be no devlog this week, as friday and saturday were holidays here in Sweden and I've taken some much needed time off. I have updated the game to fix some minor issues however: 0.62 -> 0.63 - Nighttime lighting added for density six, tier 1-5 residential buildings. - Nighttime lighting added for density six, tier 1 commerce. - Fixed flickering dust particle in land levels. - Fixed shadow caster for 4th tier residential building. - Fixed building selection frame in UI sometimes being bigger/smaller than it should be. - Fixed round abouts missing from flat levels. - Fixed buildings growing into monorails. - Fixed S shape monorail piece missing from land levels. - Fixed view for public transporation not showing color gradient. - Fixed tall buildings being overlit when destroying them. - Adjusted new buildings' texture import settings for performance.
Hello, A small update: 0.61 -> 0.62 - 6th density for residential tier 4-5 - 6th density for commercial tier 1 - Adjustment to requirements for 6th density spawn - Adjusted import settings for new textures (for newly added buildings)
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 4x4 (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.
What's new? 0.6 -> 0.61 - Fixed onclick sound for sanctuary. - Fixed decoration collider being a slight bit too large preventing corner piece placement. - Tweaked fifth density residential outputs and inputs. - Sixth density tier 1, 2 and 3 residence added. - Made some changes to second tier, fifth density residential building (to make it more appealing in a city setting).
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.
Hello! I've updated the game to fix an issue with local area effects not calculating properly when a zone is placed. Usually this would show by the sliders in the building information disappearing. / Nick
Hello, I've uploaded a small patch to fix the issue with missing money in the sixth campaign level as well as the issue with the wrong sound playing for the sanctuary. / Nick
Hello,
I'm taking a short break from ideology buildings until I regain some design inspiration. In the meantime I'm going back to working on the last density for 4x4 residential buildings - the super tall 6th density!
First finished one is the lowest tier, the lower class. This one holds just above 1400 citizens at maximum efficiency. The sixth tier won't grow until the city has reached a population of roughly 315k. In other words, these are later stage buildings.
I'm hoping to have all 6th tier residential buildings in by next update, due out next monday.
I was informed of a money bug on the sixth campaign level. This was an easy fix and an update will be up fixing this later today.
There was also a bug where corner decoration pieces would sometimes not work properly with angled pieces due to a slightly oversized collider. The sanctuary on place and on click sound was also incorrect, but now fixed.
Hello!
Version 0.6 is now live!
0.59 -> 0.6
- Sanctuary building added. An early game culture output building.
- Timer changed in tutorial. Initially set to paused, but can be turned on to auto progress tutorial text items. Backing up also pauses the timer.
- Outer U shape road piece now makes rounded blocks adapt accordingly.
- Corner decoration now flippable
- Stair/pier decoration angle piece now flippable.
- Stair/pier corner piece works properly now.
- Fixed 1x1 commercial LOD.
- Fixed building sounds playing when loading tutorials.
- Fixed cars being stored on the home building when inactive.
- Fixed bug where commision would be lowered if only 75 were delivered per timetick (should only be lowered if goods cannot be delivered at all).
- Fixed where trades would essentially time out if less than 100 units was delivered per time tick.
- Fixed seam in first tier, second density 4x4 residential building footprint.
- Fixed missing demolition mesh on upgraded mayor's home.
- Fixed bug where wind turbines could not be destroyed.
Hello,
A small update is coming tomorrow already! I had initially planned on doing a 2 week leg of dev, but found some minor annoyances that I want to have fixed.
What's new will be the addition of more corner pieces for decorations. Tiles can now also be flipped, adding more customization alternatives.
I've continued work on ideology buildings, taking some time off from the big buildings to make some of the decorations.
I've corrected block-like decorations, like the U shaped side block, so that they correct to the U-shaped road piece.
A sanctuary building is making its way into the game as well. This is an early game culture building - helping fix the lack of culture buildings available for small cities.
Also continued working on adjusting challenge level and main campaign level objectives to better fit with newer systems.
I've fixed a bug in tutorials introduced in the most recent version. It should all work now. / Nick
Hello, The new version is up. The past week has only been geared towards getting custom world setup implemented, so there will be no devlog. Getting custom worlds to work while also maintaining functionality in existing save files has been a bit time consuming, but it should all be up and running now. 0.58 -> 0.59 - Retro mode category removed - existing levels moved over to templates in the free roam world setup. This does not affect existing retro mode levels. The sea world level will be reimplemented as a scenario later on. - Custom worlds added. You can now customize the size and other features in the world you want to play. More customization options will be added in over time, as well as UI being spruced up later on.
0.57 -> 0.58 - Changed how world templates are handled to prepare for custom worlds. (custom worlds should be added in the upcoming version 0.59) - Replaced tourism tutorial city. - Added function to flip flippable objects so they are no longer selected from the build menu. Press alt to flip a flippable object! - Standing vactrack station added - Recycling center plop cost changed - removed electronics. Now requires one unit of electronics per time tick to function at 100% - Started adjusting building availibilities and conditions in challenges (these are a bit off currently after making tonnes of changes since the challenges were added). - Minor code optimizations. - Fixed double blocks placed on level 2, preventing buildings to be placed properly there. - Fixed corner decoration piece not working on water levels. - Fixed corner decoration piece not working in inner corners with corner piece. - Fixed camera "sticking" when close to the ground in retromode levels. - Fixed wind turbines not spinning.
Hello,
0.58 is just around the corner (live tomorrow!). There's a lot of behind the scenes stuff fixed in this one to prepare for a change in how worlds are handled. But there are some other fixes as well.
The decoration tile has been fixed so that the corner piece that was added a while back can also be fitted together with a corner.
A standing vactrain station has been added. This one, like the small 1x4 one, doesn't boost storage and has only a small public transportation effect on surrounding buildings. But given its small footprint and how it's quite space efficient in terms of getting vactracks built away from buildings it fills a function regardless.
I've also added a flip object function for certain objects like decorations and certain special roads (twists for example). That way some objects can be moved away from the building menu and is now instead accessed by pressing and holding alt while an object is selected. Not all objects can be flipped however,
I'm also rebalancing the challenges in the game as there have been a tonne of changes to the game since these were added in. For example, local area effects of (for example) entertainment and culture wasn't implemented back when the challenges were added. So the challenge levels have gotten progressively less and less fair and balanced over time. Starting with 0.59, a few challenges will have been rebalanced.
The tourism tutorial now also has a new level, more fitting the theme of tourism.
Hello,
A somewhat delayed devlog, but a devlog nonetheless!
I've continued the work on ideology buildings, which unfortunatly is taking a bit longer than expected. Mostly because they are larger than the average building in the game, but also because of differing designs etc.
The great arena for example will be available when adopting an order ideology.
For solidarity ideologies the revolutionary plaza can be built.
I've also started a new optimization pass, fixing poorly performing code and pressing texture size again.
The next version will be up on monday the 17th of may. Focus will mostly be around performance, but I'm hoping to get some minor additions and UI tweaks in as well.
Hello,
Another update will be live in a bit! This time around, I've focued primarily on fixing bugs related to placement of buildings and decorations. Stuff like overpasses not being possible to build over flat blocks for example. Or overpasses and bridges sometimes building with 0 length (basically spawning an overpass/bridge object, but without and segments).
There's also some new stuff that has been detailed in previous devlogs, like diagonal road pieces.
0.56 -> 0.57
- Added adaptive tax revenue. Higher tax revenue early on to help boost cities in the early stages.
- Adjusted health insurance cost (down) and parental benefit cost (up).
- Added diagonal road pieces.
- Corner piece added for one type of decoration.
- Changed vehicle intersection behavior. Cars should now be a bit less illbehaved (not stopping) at intersections.
- Fixed main menu not translating when switching languages in options.
- Fixed efficiency penalty calculation when resources are missing.
- Fixed bridges with zero length being possible in certain conditions.
- Fixed side decoration collider so that it can be placed after roads have been placed.
- Fixed side decoration so that it removes road connections if placed over road.
- Fixed overpasses not working over half blocks.
- Fixed flat blocks merging incorrectly in certain instances.
- Fixed not being able to place half blocks on the otherside of other half blocks.
- Fixed being able to destroy overpass block, without destroying the overpass parent object.
- Fixed main menu panel not moving out properly in higher resolutions.
- Fixed overpasses not interacting properly with water blocks.
- Fixed cars being stalled when a building is placed.
- Fixed wrong building sounds playing (for tennis court for example).
- Fixed missing mesh for a 1x1 commercial building.
- Fixed commercial footprint low detail LOD texture (density 5, wealth 5).
I've added in an outer corner version of one of the side decorations. For the remaining side decorations, the outer corner will be available soon (it requires some further adjustments to work properly).
Since increasing traffic density, it has become more obvious that some vehicles go rogue and decide that basic traffic rules don't apply to them. Essentially they just skip through intersections with no regard for other vehicles. I've started adjusting some timing values that should make this much less common and should improve the visual look of traffic.
As mentioned above, overpasses we're a bit buggy and have therefore been receiving some fixes. In conjunction with flat blocks, overpasses would not calculate length properly. In testing, I also discovered that flat blocks would sometimes merge incorrectly, leaving blocks that we're in between the regular grid size. There were also issues with placing and destroying overpasses and flat blocks using the click and drag destruct function.
It's a feature, not a bug! I've also discovered that buildings will connect to roads that are built directly under an overpass. This means that houses can be built on top of tunnel like areas and function properly. I found that even if this was not originally intended, it does make sense and it will be left in.
Alongside the ongoing ideology work, cars will receive further improvements moving forward. Also, another tutorial is being added in for the next update as well as the aforementioned outer corner for the remaining side decorations.
Hello!
I got caught up with work yesterday, so last week's devlog ended up being posted today instead!
Current work is focused on some new additions, namely diagonal roads!
They are placed the same way roundabouts and either special road pieces are placed, so they are quite as flexible as the regular straight roads, but still offer a lot of possibilities for customization. More work on diagonal pieces will be done later on, and I'm also planning for some special zones that can be placed in the triangular spaces left on the sides of the digonal roads.
Since vehicle performance is fairly solid now, I've upped the amount of active cars in view as well. A thing that remains to be done is to fix cars spawning very closely to eachother, but that is more of a visual issue rather than functional, so it has less priority.
I've also added a way to place outer corner pieces for decorations:
I'm making further adjustments to tax revenue from zoned buildings. From the next version they will start generating slightly less tax revenue to promote the use of other means to make money. In order to avoid this making the early game too difficult, there's a bit of a revenue bonus that lasts quite some time into the game.
Next version should be live next monday!
Hello!
0.56 is now live, here's what's new since the last update.
0.55 -> 0.56
- Expropriation policy now fully functional. Costs of destructing zones are higher when enabled, but conglomerates retain their happiness levels.
- Goodsport now has full animation.
- Goodsport function now fully implemented. If there's enough capacity, more can imported in shorter time. Import rate 25-250 units per time tick.
- Added small aeroport station (less of a growth boost in surrounding zones, but can be placed on small islands).
- Added basic city planning tutorial
- Added building sound when it is placed.
- Added low poly shadow casters and LOD for convention center,
- Added low poly shadow casters for hotel third density 4x4 buildings.
- Increased car count per building.
- Added unique color for supply buildings in view modes when viewing demand for education, health and crime safety (for example).
- Improved performance of viewmodes.
- Updated german localization - addition of missing text elements coming later on.
- Fixed blimps landing in the same location.
- Fixed roads sometimes connecting through decorations placed on edges.
- Fixed cogwheel not spinning in building info window.
- Fixed cars despawning incorrectly.
- Fixed cars stalling when spawned.
- Issue with sliders not displaying in the building information window should now be fixed.
The small aeroports are in this version, making small, unconnected islands more viable.
The recently fixed goods port animations have been tidied up and code has been cleaned up.
I've also continued working on traffic code after having separated vehicles into two classes - regular vehicle and complex vehicle. Cars (regular vehicles) have been a bit buggy since, often stalling or despawning. Most of these issues have now been fixed. Cars no longer stall for example, but may remain inactive but visible for a while before receiving their paths - this will be polished up for the next version.
The amount of cars active has also been increased now that it's more predictable how many are active in the scene when they don't despawn incorrectly.
A new tutorial has also been added in - a basic road and city planning tutorial giving some tips on how to make things grow and ways to place roads effectively.
The tutorial also briefly mentions how building reach works - both in terms of buildings reaching roads, and the reach of a building's effects.
Hello!
Starting next version, goodsport will have full functionaly. Basically, atmoports used to determine how much goods and people could move into a city at a given moment. This has now been separated into atmoports handling primarily people traffic (and a bit of goods) and goods port handling goods traffic.
This means that starting next version, goods ports determine how much is traded per time tick. If you have many active trades at the same, but not enough ports, then less of each item can be imported per time tick.
I've been gradually moving more buildings into the new animation management system to make them more performant and to make them work with the time scale in the game. In doing so I've also finally finished up the animation for the goods port. Containers are now loaded onto and loaded from the freighter. More building animations are coming to make cities come alive a bit more!
Next version, a new blimp station will be added in. This smaller version doesn't boost surrounding growth as much as the bigger one, and relative to its price, it also doesn't provide as much public transport. It does, however, make blimp stations more viable on small islands. Blimps now also don't land on eachother at the stations!
Work on ideology buildings continues - this is an almost finished institute of health which is a special building when adopting communism or authoritarianism:
When built, this building boosts health output of clinics and hospitals across the city.
Hello, I've updated the game to fix an issue with the goods port animation (looking glitched and sometimes throwing a null). / Nick
Hello, 0.55 is now live, a bit of a midweek surprise! Like the previous few version, it is mainly geared at bug fixes and some QoL improvements. 0.54 -> 0.55 - Start assistant added - hinting what buildings are needed to get started. - Made room for another input display in the building info window. One was missing for upper class residences that have many demanded inputs. - Fixed labour and sevices not getting properly distributed across divisions connected through blimp stations. - Fixed estimation of labour (and resource demand) not adjusting properly to global economy. - Fixed distribution of labour being higher than it should be, leaving certain buildings completely without labour. - Fixed missing destruction holo mesh for water tower. - Fixed incorrect shadow caster in 2x2 lower tier industrial building. - Fixed sea based wind park collider. - Removed area effects that are not relevant for certain buildings in the buildingo info window. - Added a slider for setting all residential/commerical/industrial or hotel taxes at the same level. - To avoid currency value overflow, currency is revalued at a certain ponit (all costs and revenues cut in half, you get more for numerically less). - Added achievements for having a winning sports team in the city and having currency revalued. - When a conglomerate leaves, property is distributed across remaining conglomerates, instead of only being bought up by one conglomerate. - Expropration policy added. When demolishing a zone, conglomerates will be reimbursed for their property (costing the city more), but will also retain their happiness. - Total cost of policies in respective group added. - Added additional buildings into animation manager. This optimizes animated buildings, and also makes them properly conform to time scale. Next update should be on april 19th with continued focus on bug fixes and QoL improvements (including two more tutorials) as well as updated German and Swedish localisation. Behind the scenes, ideology is continually being developed. A proper devlog should be up on sunday as normal (missed the previous one due to easter). / Nick
Hello, I've posted a small for for labour and services allocation when the city has area divisions that are connected via blimp stations.
Hello, Calculations now seem to be stable and correct. Labour should now consistently be used first in utilities like water and electricity buildings and then the remainder is used in zones. Use of labour should also be more consistent in that there will be unemployment in recessions, and shortages in booms. Production in buildings should also be correctly capped at 125%, which was intended behavior. Because the required amount of labour is an estimation, there still might be situations where labour shortage becomes more extreme in individual buildings. But it should be rare now, and this should also prevent situations where formerly a building would sometimes flip between very low output and very high output. / Nick
Hello, I've updated the game to address an issue with labour calculation. Further work on this will likely be needed, but behaviour should be more consistent now.
Hello,
0.54 is live! Here's what's new:
0.53 -> 0.54
- Decorative pathway added
- Added a decorative panel.
- Added frame around category buttons in trade panel to indicate they can be clicked.
- Bridge max build length increased.
- Atmoports, goods ports and aeronautics stations can now be rotated.
- Non-symmetric buildings can now be rotated (180 degrees).
- Area information added into building info window.
- Lowered baselikelihood of heatwaves.
- Heatwaves now more common if pollution is high.
- Vehicle code separated into vehicles (cars etc.) and complex vehicles (atmofleets etc.) for memory usage reasons.
- Crime policy costs lowered.
- Residential revenue lowered, commercial, industrial and hotel(ial?!) revenue increased to compensate.
- Cost of unemployment increased.
- Hydrogen power plants now included in green energy category in the budget.
- Convention centers now boost hotels.
- Third density hotels now have night time lights on.
- Ads added to new vactrainstation.
- Parks nerfed.
- Carbon storage facility output increased.
- Citizen reps. now disregard there being no welfare, if there's instead a UBI.
- Property sales tax added. When property is sold, the revenue for the city is shown in the notice. High property sales tax will generate fewer building trades.
- Storage capacity and public transport added as visible outputs.
- Total storage space now visible in trade window
- Absorbent footprint updated.
- First density lower skill commercial footprint fixed (seam).
- Stalled cars should now correctly remove themselves when out of view.
- Fixed block type decorations interfering with roads
- Fixed incorrect distance in density calculation.
- Fixed lack of education, health and wealth (among others) lowering output on power plants. Buildings are generally affected by crime, fire safety and public transport, not the other aspects.
- Fixed bug where adaptive decorations would not load properly.
- Fixed citizen rep. happiness generally being higher than the average happiness for the city.
This update adds some new decorations - a sort of pedestrian pathway and two types of metallic panels that can be used to decorate the side of blocks.
Buildings that could previously not be rotated (atmoports and non-symmetrical buildings for example) can now be rotated. Non symmetrical buildings can be rotated around 180 degrees, as that requires no additional free space.
I've also extended the maximum range of bridges.
There were some missing emission maps, primarily for third density hotels, that have no been added in. On top of that a bunch of textures have been spruced up and edges/seams have been fixed.
A property sales tax has been added. This tax allows the city to make some money when conglomerates purchase buildings from one another. Adding this, I've also changed the likelihood of them purchasing buildings from eachother.
Storage space is now indicated with an icon, so the amount of storage "output" from for example warehouses is apparent. The city's total storage space is also displayed in the trade window.
Area status has also been added into the building info window. So it's now easier to see area statuses that lower the efficiency of a building.
There are also a bunch of fixes, like removing cars that have been stalled and citizen rep happiness being higher than the average happiness of the city.
Hello, I've updated the game to fix an issue in the formula for calculating area density. There have also been some changes to texture import settings to preserve memory (thus the large update size). / Nick
Hello, I've updated the game! Here's what's new since last version: 0.52 -> 0.53 - Convention center added. A mid game entertainment building. - A 1x4 sized vactrain station has been added. Has lower stats than the other vactrain stations, and also does not increase storage capacity. - Notices added for recession and boom economy. - Happiness increased in early campaign levels to help boost growth. - Values can now be input directly via keyboard for taxes, welfare and funding. - Policy costs adjusted. - Fixed floating tree in aeronautics station. - Toggling what graphs to display in economy panel now toggles the color of the text item. - Building blocks are now removed from favorites when playing campaign levels or challenges that don't allow the use of blocks. - Moved button to favorite buildings so that it is less in the way. - Wealth view now renamed to Land value view (which correctly reflects what it is). - Maxed out booster effect. - Fixed main menu panel in wrong position (res dependent). - Fixed missing vactrack piece. - Fixed colliders on upward/downward turn vactrack piece. - Fixed jittery dolly animation in the main menu. - Fixed buttons for favorited buildings being slightly hidden. - Fixed building collapse sound playing when upgrading buildings. - Fixed roads connecting despite there being a bridge pillar in the way when loading a city. - Fixed clinic and a commercial building footprint (seams). - Fixed tooltip position so that it doesn't go outside of screen. Additional info to be posted later in this week's devlog! / Nick
I've lowered the demands in the early campaign levels slightly as well as offset unhappiness due to not being able to build schools etc. early on. This should allow growth to be triggered in residences much easier.
There was a null ref. error that prevented some cities to load. This has been fixed now.
Hello!
The game was updated earlier today. The update finishes off the remainder of minor UI work for the main menu and fixes some minor bugs.
Work on implementing ideologies is progressing fairly well. The most recent building addition is the Stock exchange:
The Stock exchange is available when adopting liberalism and laissez-faire liberalism. The building produces additional revenue for the city.
Ideology buildings will output production as long as the ideology is still active. If ideology is changed after the building has been placed, then they will become dormant and only output culture. A sort of "remember back in the days of [ideology]" historical bonus for the city.
When adopting an ideology, the city will enter into a revolution during which revenue drops, costs increase, crime increases etc. Once the revolution is over, the ideology slowly comes into effect after which upkeep costs, crime, culture, education, happiness, health, labour, revenue, safety and wages will be affected.
Depending on the characteristics of the ideology, these parameters will either be increased or decreased. For example, in communism, everyone has a job, but upkeep costs increase as a result of increased corruption. In Laissez Faire liberalism upkeep costs are lower as a result of effictivization and revenue is increased, but wages drop, happiness drops, crime increases and culture also takes a hit. Each ideology has its pros and cons that will need to be offset by expanding on for example education or health, or by increasing revenue to counteract increased costs.
Once the ideology system has been added in, I will start adding a handful of unique residential and commercial buildings that will randomly grow in the city while it is run under a specific ideology. Given the amount of buildings needed, this will be done gradually.
Hello, Version 0.52 is live. Ideology is still my primary focus, so this patch mainly addresses some minor issues and finishes off the remainder of this round of UI work. More details on the progress on ideology in the devlog later on! 0.52 - Menu UI spruced up. - Hologram ads added and incorrectly rotated billboards fixed. - Updated building category type texts in tutorials. - Short tourism tutorial added. - Birds added near parks. - Smoothed out blimp movement. - Ideology system implemented. Since not all ideology buildings are finished yet, it will be a while longer until you can trigger revolutions to adopt a new ideology. - Fixed missing texture on sand extractor. - Fixed bridges not working in the Drowned earth retro mode level. - Fixed incorrect clinic footprint mesh. - Fixed issue with buttons not landing back in original position in retro mode.
Hello!
Short update! The next version of the game will be live on sunday. In line with the previous one it is a rather small one while the roster of ideology buildings is being expanded.
My push to overhaul the UI is more or less finished. For the upcoming version, the main menu has been spruced up. Only some minor tweaks remain, but will do as more things getting added into the game in future versions.
I've prepared a short tutorial for tourism, as well as fixed up the recently added path finding system for blimps. Blimps should now have smoother movement when nearing stations. I now also have a functional hologram type shader that will be used for additional billboards!
Next devlog I'll share some more details on the different ideologies that can be adopted and what pros and cons they have!
/ Nick
0.51 - Temperature and day/night display on blimps - Animation manager added. This will control building animations across the city in a more efficient way and also mean building animations are subject to the current game speed. - Fixed bug where cars were not deregistered (the additional amount of cars that was added in recently). - Fixed tram network list null. - Stability fund policy fixed. If enabled, in a boom economy funds are diverted into a fund at an interest. The fund is then expended in a recession helping the city to automatically maintain a stable economy. - Employee funds policy adjusted. Increases income for citizens, but lowers growth. - Loading UI tweaked. - Random advice added when a city loads. - Refined pathfinding for atmofleets, freighters and blimps. - Stadiums now generate a team name and a team that can win and lose! - Crime and fire prevention output now visible when clicking police and fire departments.
Hello!
A new version will go live tomorrow with a bunch of fixes and UI tweaks. This version and a couple of the upcoming ones will be fairly small as I'm now simultaneously working on unique buildings for the upcoming ideology implementation. For ideologies there will be 20 unique buildings and a bunch of unique decorations, so making the entire roster of ideology buildings will take a while.
Some of the additions coming after version 0.51 tomorrow is the remaining 4x4 hotel buildings, more billboards and a new main menu UI.
A few versions down the line, the entire roster of ideology buildings will be added in at the same time along with the supporting systems.
I will however display some of the new buildings along the way. First out, the surveillance bureau for authoritarian mayors out there:
Full patch notes for the upcoming version will be posted along with the update tomorrow.
/ Nick
Hello!
Brief update on what's up and coming in the next version of the game.
Work on the UI is being concluded. I'm looking into updating the main menu a bit and should have that finished during this week. I also need to update some of the resource icons, this work is ongoing but takes a while due to the large amount of icons.
I've added in some text in the loading screen to show what is being loaded currently. There will also be some random tips added. Most notably though, there's now an animation showing off what's going on behind the scenes so to speak.
I'm adding some polish to the pathfinding for blimps and other flying vehicles. The goal is to minimize flying vehicles having to "circle in" on the location they're going to. I've got a few ideas on how to improve the current framework to make this work well enough.
There's now also a building animation manager that will control animations for buildings. This is mainly to improve performance and to centralize how animations are handled. This will also make animations properly conform to the current game speed. The goods port is one such building that uses this new manager.
Also added in some additional freighter details, like sparks flying when it detaches from the goods port. The idea is to also have the lighting get turned off when the freighter takes off, as it is no longer being charged in the goods port.
Policies are now all tweaked and finished. Moving on I will start working ideology into the game properly, starting with the additional of additional buildings.
Also took the time to get a temperature display on the blimps!
Hello! The game has been updated. The primary changes since last update: 0.5 - Added marker for which construction option is selected. Helps out when scrolling through different buildings. - Fixed large road connection for parks and plazas not working at times. - Split up traffic capacity of atmoports into two components - people traffic and goods traffic. - Fixed a bug in how traffic capacity is calculated. - Blimp movement added. Sometimes blimps can double park and path finding isn't always optimal, these things will be adjusted over the coming few weeks. - Aeronautics station demolition bug fixed. - Goodsport added. Refinements to animation is still to come. - Goodsport added as a booster building to industrial zones. - Goods port freighters added. Some refinements to movement still to come. - Fixed trams not stopping at tram stations. This issue was due to a recent optimization in the road/tram system.
Hello,
0.5 will be live tomorrow. New additions are generally centered around flying vehicles and changes to how they find paths. I've also reworked some of the vehicle code to make it less difficult to maintain on my end, this fixes some bugs and issues that have arises since last time I worked on traffic.
Blimps are fairly well functioning after some additional testing. What needs to be added over time is some additional raycasting so that the path finder has an easier time navigating from the topside to downside of areas. Currently it needs to kind of circle in on an area to find it's way which is very inefficient. This will be fixed fairly soon as it only requires some minor additions to existing code.
The goods port has been added into the game. This building will more or less expand on what the atmoport does today. It will be essential to increase the number of maximum trades that can be managed at the same time, and determine the capacity of how much can be imported/exported per time tick.
Currently, goods containers are only loaded onto the freighter, but come next update freighters will also come into the city loaded with containers that will be unloaded.
The game now features cars, trams, monorails, vacuum trains, atmofleet, freighters and blimps - additional vehicles I'm adding in are helicopters, small hot air balloons and some boats that will appear where there is water. After that I'm calling it on adding vehicles.
I'm still making some minor tweaks to the UI, I still need to make some graphics and update some of the icons, but will add most of this in for the next version.
Hello,
Brief update - I've finally overhauled the way atmoport fleets find their path in and out of the city. The new system makes it possible to cheaply perform path finding in the city as well so that blimps can find their way around.
Blimps check against blocks, water and buildings. Like everthing else in the game, this is made all the more complicated by the fact that everything works in an open volume. The way I decided to go about the whole thing is to have a path seeker that continously tries to get from point A to B. The path is then smoothed to avoid stuff like can be seen in the above picture (zig-zagging). Paths are constantly being checked for changes like new blocks or buildings that have grown and positions are then loaded to vehicles when they've landed. Blimps are quite slow moving, so they will occasionally clip through stuff until their paths have been updated. This will be refined later on!
Above is a path that has been changed since a building has grown in the way of the old path.
Another issue I'm working on is that blimps need to gradually shift over and face the proper direction when landing on an upside down station for example. I've got this planned out, but it's not fully functional yet. The idea is to have blimps gradually turn to the next station's up direction over the course of its travel.
Atmoports are functional with the new system as well. Generally, things look fairly similar, with the main difference being that fleets will better find their way out when atmoports are placed in more closed in locations.
There are still some situations that take too many positions to figure and as such "time out" leaving vehicles inactive, but they are generally quit few.
Further refinements will be added over time, as well as some optimizations to the system.
Initially I had planned on launching 0.5 tomorrow, but I've decided to post pone it a week to finish up the remainder of the UI stuff as well as adding in a fully functional and animated goods port. My target date for the update is the 15th of february instead of the 8th.
Hello!
Work on the UI is moving forward, but I've decided to take a small break to get some work variety.
The next version of the game will see the addition of a goods port building. This one will be the first of a new type of building - booster buildings.
Currently, there are good and bad buildings. For example industry buildings are considered bad by residential buildings, while schools are good. To get the city to grow, things need to be built in such a way that good buildings are in reach, while bad buildings are kept at a distance.
Booster type buildings, on the other hand, will not be required to get things to grow, but will boost efficiency of nearby buildings. Goods ports for example will boost the output of nearby industry by a couple of %-points.
I have a few ideas for buildings that will boost commerce and hotels. So more on that later on!
Other than that, 0.5 is scheduled to launch next monday (monday the 8th of february).
/ Nick
Hello! A small update is now live (0.49). There's a lot of under the hood stuff done on the UI, to prepare for the upcoming changes. BUT, here's what's noticable: - Fixed partitions in RCIH building menu so that it adjusts the spaces between zone sizes when zones types are unavailable in certain modes. - Tidied up the latest additions to the tutorials. - You can now cycle through the buildings of the same category as the currently selected building for faster construction. - Removed wave power plant and sea wind park from building options in all modes except the drowned world retro mode. - Two new bridge types added. - Fixed bridges not loading with correct road tiles. - Fire and welfare safety calculation changed and icon blinking red incorrectly fixed. - Heatwaves and blizzards are still too frequent, lowered likelihood of them occuring. - Made some minor adjustments to the info window, more to come. / Nick
Hello,
Didn't post an update last week, as most of the work recently has gone into minor refinements and fixes for the UI. Although still heavily into UI work, I've tried to vary the work a bit by adding some new buildings and tweaking systems a bit.
New bridges! This is a more classical look - a golden gate bridge type. There's also a new bridge with a more futuristic look being added - but that one is not quite finished yet.
The econopedia is getting some updates, most recently I fixed the input/output panel. This one will be getting some additional features after the upcoming version.
I've been tweaking collider sizes for icons - previously the status icons would overlap the building category buttons a bit, which meant you could get incorrect inputs. This is now fixed, as is the fire and welfare safety icon blinking red even though conditions have been met.
Using shift + mouse wheel now switches buildings within the same category. This also meant I needed to move the building name to the small cost bar so that it's easy to keep track of what building you have selected currently.
The tutorials have also been tidied up a bit since some recent additions. There will be some more work put into these before the next tutorial (on tourism) gets added in.
The latest update will be live tomorrow!
Hello, I've made an update to fix an issue where the atmoport was locked out on the first campaign level. The fix also addresses the same issue but with health/safety and educational buildings on level 5. This was a result of recent changes to the UI and for the atmoport a result of splitting the transportation category in the buildings menu into two categories (roads and public transport). Hopefully these past few fixes mean that the UI is now fully operational as is, before I move on to make further adjustments and improvements. / Nick
Hello, I've posted two patches today. The first one addressed a bug where the text progression in tutorials would stop. I also added a player request to be able to skip timed sections and jump back and forth in the tutorial. This was a fairly large change so it needs to refinements - those will be added in later. The second update fixes messages from conglomerates not appearing in the message window as well as goods tickets not being added in the trade window. This was due to the update to the new UI and the message elements not being anchored properly in the new window. These update also means that the missing icons in the econopedia, that I mentioned after setting 0.48 live, have no also been fixed! / Nick
Hello! I've updated the game to add in more UI changes. Moving forward, work will continue to be focused around UI, but I've got a few other things planned for the next update as well - some new resources among other things! - Advisor window updated to use the extra space. - Added a space between zones sizes in R, C, I and H menus. - File backup systen added. When overwriting a file, saves the old version as a copy. Currently on the windows version only. - Fixed being able to open resource picker in trade window without customs house. - Adapted remaining windows to new size and concept. Additional sprucing up will be done in the upcoming few versions. - Fixed education view modes missing. - Fixed status view mode colors being incorrect. - Fixed missing water status not working. - Fixed and cleaned up currency and bonds window and fixed some minor issues. - Started redoing the input/output entry in the econopedia. The final touches will be uploaded shortly. - Started reworking the main menu. / Nick
Hello, Version 0.47 is now live! I accidentally lost the changelog for this one, but most of the new stuff was detailed in yesterday's devlog. Primarily this version revamps part of the UI. Some new stuff not detailed yesterday: - Fix for exiting flag getting stuck when going to the menu, then back in game. - Added new single block map with bigger sphere size (20). - Pan speed and movement speed options now separated (they used to stack (ie: panspeed * movement speed for certain camera movements)). There are also a bunch of smaller tweaks and fixes. I will be adding in additional UI changes over the upcoming week to have the new UI complete (hopefully) by the end of the month. / Nick
Hello!
It's now time for the first devlog of the new year! I've taken some time off from devlogging over the holidays (and some time off from dev too!), but from now things are back to normal.
Version 0.46 will go live tomorrow! This version primarily focuses on a much needed UI-overhaul, but there's also some new stuff to build - like this one track vactrain station:
Obviously, UI work is rather time consuming so there are still a lot of things left to do. So for starters, I've cleaned up and revamped the in game UI as seen above. Status indicators have been moved down, as have the buttons to access stuff like city statistics etc. This opens up the entire upper part of the screen.
Building options can now be favorited and stored under one menu (with the heart icon). This still needs a bit more refinement, but should be fairly functional.
A lot of the windows in game still need to be reworked, but have been ported over to the new UI for the time being. One window that has seen some changes is the city statistics window. Now that there is more screen space, I've been able to expand the size of the window to allow things to fit in better. This is something I intend to do for all cramped windows (trade and policy windows will be fixed up first).
A new industrial type decoration has been added - a miniature fan.
Overall, mixing decorations and zone sizes can make for some pretty nice looking industrial areas!
Working on the UI, I've noticed and fixed a handful of bugs. The new UI also adapts better to different resolutions.
Hello,
It's been an exciting year, starting with version 0.18 and the addition of local area effects and citizen representatives. Since then, roughly 200 new buildings and objects to build have been added. A tonne of tweaks and fixes have been added and bugs have been squished.
A lot of work still remains, but progress has been steady. First thing to roll out in the new year (Jan 11th) is the new UI. This is a complete overhaul from main menu to in game UI and means better compatibility with different aspect ratios. It also means screen space is used in a more effective way and makes visibility better. Here's a WIP image (a lot of icons are being remade/overhauled too, so some are not finished)
With that, I'd like to end this year's work on the game by wishing all players of the game (eh.. what the heck, everyone else too!!! steamhappy) a happy new year!
steamhappy steamhappy steamhappy
/ Nick
Hello,
I've updated the game. This is a small update mainly adding the groundwork for the upcoming UI-overhaul, but it does also adress some minor UI related issues, primarily in the cost display when placing buildings. Most things should however be unnoticable, that is if they are working properly!
The update also fixes some missed shadow caster/LOD issues in specific buildings.
/ Nick
Hello,
A new version of the game is now live!
0.45
- Roundabouts (mini, small and large) added.
- New decorations added.
- Added control for resetting out of bounds camera when autosaving, saving and loading a city.
- Further work on ground textures done. Most of it is now complete.
- Decoration with warning stripes added.
- Hotels density 3 4x4 added.
- Adjusted entertainment and culture calculations.
- Theme specific reflection probes added. No more blue sky reflections despite red sky.
- Monorail stations and vactrain station that have no connections to other stations no longer produce public transport and density area effects.
- Moved monorail-train deregistration to occur directly when monorail tracks have been registered as changed to avoid ghost trains staying around.
- Blizzard and heatwave disasters don't randomly occur in retro mode Ruined earth and snow earth.
- Fixed LOD and shadow casters for dirty 3x3 industry. Also fixed import settings on some of the meshes so they are smoothed properly.
- Fixed shadow casters being glitched on a handful of 2x2 residential buildings.
- Fixed upgrade icon getting stuck in building info.
- Fixed cost multiplier not reseting after placing roads.
- Fixed missing destruction hologram on 2x2 density three commercial buildings.
- Fixed missing hologram for decoration bridges.
Texture work is now pretty much completed for the ground textures. Pretty much all seams between stuff like concrete, grass and pathways are fixed.
Roundabouts have been added. Sizes 3x3, 5x5 and 7x7 are currently available. Additional variants will be added later on.
Culture and entertainment area effect calculations have been tweaked to make them a bit easier to max out. This will help hotel growth as well as higher density residential growth.
Monorail and vactrain stations no longer produce area effects if they are not connected to other stations. Makes sense as why would you go to a station if you can't travel anywhere?
Some new decorations have been added. A type of stair/warf type decoration that has been hinted before. I wanted to add some sort of automation so that pieces figure themselves out when being placed, but there were some combinations that ended up being impossible to automate as they could go several different ways, so I ended up opting for manual placement.
There's been a lot of work put into underlying UI code in preparation for an overhaul. First thing that will change is allowing specific buildings to be favorited as well as being able to cycle through construction options using mouse wheel. That'll be in the next version!
Hello,
Skipped last week's update due to a heavy work load. But dev has been ongoing!
New hotels (third density of 4x4 size) are finally finished:
Once the last density of 4x4 is ready, tourism will be getting some further tweaks to make it more financially rewarding and more well balanced. Currently getting the necessary inputs is rather pricy, so that needs to be tweaked a bit.
Work on ground textures is almost completely finished. Only some minor tweaks here and there remain, other than that, most things are seamless and nice looking now. :)
I've also added a few additional road variants - roundabouts!
These are currently available in two variants, but once the UI has been reworked a bit, I will most likely add more and allow players to cycle through different sizes between 3x3-7x7.
Hello,
Work on adjusting textures to the new ground shader is ongoing. I'm almost at the point where the existing textures are finished. There have been a couple of textures that have previously lacked gloss and normal maps, but as these become redundant with the new shader they will now be finished. It's taken a bit of time to adjust everything to the new shader, but overall it should be worth it as it lays the groundwork for a quicker work flow when it comes to making additional buildings as well as aids in optimizing graphics.
I've now gotten back to work on the todo list. For the next update (going live next monday) I intend on having more UI polish done as well as the remaining two densities of 4x4 hotels. I've also made adjustments to education and health area effects since these were working a bit oddly.
Hotels work in progress:
/ Nick
Hello,
Will be pushing an update to update the footprint/ground shader. Way back, all details on ground textures were done via the diffuse map. This meant that there would be seams between each building's ground texture. Later on I moved grass over to a kind of alpha mapped world based texture so that there would be no seams between grassy parts of the texture.
Now I've moved on to the next step and added a 4 world texture per material system allowing stuff like asphalt and cobblestones to be added on a world coordinate basis. This means that additional seams can be removed (between industrial zones for example). There's still some work remaining in adjusting textures, but overall it's starting to look quite good. Another added benefit is that it has allowed me to cut all gloss maps, instead adding this information based on the world based textures instead. Effectively cutting out 55+ gloss textures.
This system also allows player customization of building tiles a bit, as seen below. This is still some ways off, but will be added in around february next year.
Most of my dev time last week was taken up by these changes (adjusting 55+ diffuse textures and coding the new shader takes time). In doing this work I also started doing some overall graphical optimizations. One such optimization was to drop the realtime reflection probe. I found these reflections, although "correct" would look subpar since they take time to update - leaving a kind of stuttery look on windows when moving the camera.
Atmospheric scattering was also found to be taking up quite a bit of processing time, and as such the quality of this has been lowered a bit. The scattering effect is fairly sparsely used in the game, so it makes sense to drop the quality.
For some reason, the resolution scaling asset in the main menu was set to 4x, making gpu load very high although very little that is scaled is rendered in the main menu. This has now been fixed!
A side effect of the new ground shader, is that making these textures will become much easier, as will changing existing ones. So I can hopefully ramp up building production a bit as well as spruce up some of the old ground textures.
[nt] / Nick
Hello,
I've set a new update live. This update adds in a bunch of 3x3 industry mainly:
- Lower tier industry 3x3 second and third densities added.
- Middle tier industry 3x3 densities 1-3 added. Minor polish remains.
- High tier industry 3x3 densities 1-3 added. Minor polish remains.
- Texture memory reduced further. Lowered resolution for main texture, but reduced compression for better fidelity. Lowered resolution of gloss and normal maps as well as adding a fade out of mips.
- Reduced fog density.
/ Nick
Hello,
Decided to really push forward with 3x3 industry and now all three tiers are finished. Will have these live through an update tomorrow.
Lower tier industry was added in last update, but only the first density. Now all three densities are finished (bar some polish).
The middle tier is also finished, as is the upper tier:
There's still some additional prop work to be done, but overall they are pretty complete and fully functional.
With the 3x3 industry added, all industrial zones are now complete. I might return to add 4x4 variations in the future, but that will be post full release in that case.
I've continued optimizing textures, since there are still quite a few buildings to add and preserving memory is key before adding more stuff in. I'm fairly content with the balance between texture size and quality now. Overall normal maps and gloss textures have more compression and less resolution, while the main texture now has less compression. I find this is a good balance.
Next update around I will have finished the remaining hotel buildings as well as polished up the UI. Hopefully also finishing up on blimps (long overdue)!
Hello! Here's the changelog for 0.42: - Hotels 2x2 density 3 added. - Velodrome road piece added. - First dirty industry 3x3 buildings added. - Meters of road is now shown in the city stats window. - Fast tracked widescreen support. This affects UI look overall. UI in general is something that will be seeing a lot of improvements and refinements later on. Currently certain areas are getting cramped, but it will undone work to put extensive effort into it before the game is (more or less) feature complete. - Culture output increased for culture buildings. - Entertainment output increased for all entertainment buildings. - Carbon storage cost and output increased. - Parks now absorb slightly more pollution. - Certain decorations now lower pollution, marked with a leaf on the icon. - Decorations now cost upkeep. - Adjusted high skilled labour requirements for utilities, special buildings and production buildings. Fewer are now required. - Education "seats" output increased slightly (all education buildings). Area effects adjusted down slightly for university and community college. - Meshes for prop buildings and roads in movement tutorial had gone missing, fixed! - Fixed modifiers being deleted if they had been lifted and entered the delete icon, although not dropped there. - Fix for textile factory info not opening (due to incorrectly named icon). - Hotels now show up properly in the type view - Flower/dyes/textiles now show up in the type view as production buildings. - Fixed tooltip for community college. - Forrest decoration deprecated - if it exists in your city it will still be there, but new ones cannot be built. (Essentially the one tile grass/small park deco is identical anyway) Overall, this version is a bit short on some things I had planned to get added, but instead has a few tweaks and additions that were initially outside of the scope of the update (widescreen support for example). I hope to get the remaining things intended for this version in fairly soon. / Nick
Hello,
Next version is just around the corner! There are some things that I had planned to finish, but that didn't make it in as a result of shifting priorities - adapting UI to wide screen for example.
One new addition is a type of velodrome type road piece to transition to sideways roads. There's a similar twisted road piece already (seen below), but I think this one adds additional city customization.
Aside from a couple of roundabouts I've been prototyping, I'm pretty much done with all the custom road pieces now. Next up will be adapting some of them to allow trams.
As 1x1 and 2x2 buildings are now all finished, I've started working on the 3x3 sized sets, getting industrial buildings out of the way first. As of now, I've only finished the first set of first density dirty industry:
There will be three densities of 3x3 industry, with an alternate for each. That means another 16 buildings to go!
This version tweaks most of culture and entertainment output and also adds some minor tweaks to entertainment output as well. Certain decorations will also absorb pollution similarly to parks (makes sense, since some decorations are essentially parks). Decorations have also been added into the budget, so they will start costing money.
I'm gearing up to get the remaining 4x4 hotels done, 6 buildings in total. Hoping these can be done for the next update. I'm also toying around with some ideas for larger (6x6) power plants, starting with a larger solar power plant.
Hello,
Missed last week's devlog, since I was moving to a new place. Dev has been a bit sidelined due to this, but is now back on track. Version 0.42 will see the last density of 2x2 hotels, as well as the third 4x4 hotel set. New hotel buildings pictured below.
Since tourism is now getting fairly well tweaked, a tourism tutorial will also be added - as usual, english version will come first and additional languages will be added later on.
I plan on also getting a first set of 3x3 industry implemented to add more variation to industrial areas. Since remaking the growth system for zones, it's much easier to add "unfinished" sets, so I can add them in as I go.
UI is starting to need a proper clean up, so that is something that will be started up too. There are also some clarifications that need to be added to certain parts of the UI (like showing off when a building can and can't grow for example).
I've still not finished work on blimps, so that will be seeing more work and hopefully there will be a somewhat functional blimp movement system going in the game.
Hello,
I'm updating the game to add the middle class, second density 4x4 hotel.
The update also tweaks revenue from residents by offsetting unemployment.
There'll be another small update on sunday to add a small timed event. :)
/ Nick
Hello!
Version 0.41 is now live. Here's what's new:
- Halloween is around the corner! Theme added!
- Hotels density 2 added. (Middle class missing, see below)
- Sand garden added.
- Square free roam level added!
- Custom cursor added.
- Animated and added additional billboards.
- Added exact counts for number of 1x1-4x4 zones.
- Wood burner ambient sound added.
- Increased advisor window size to minimize text overflow.
- Increased vehicle count.
- Continued tweaking building texture import settings to find a good balance of texture memory and visual quality.
- Footprint texture import settings tweaked.
- Tweaked alpha settings on prop texture imports. More work on this to fix aliasing on prop cutouts in upcoming versions.
- Further policy tweaks and fixes:
- Capped taxi fares now positively benefits tourism, but negatively affects commerce.
- Leagalized gambling now yields a substantially higher revenue.
- Tourism calculations tweaked. It should now be easier to grow tourism.
- Hotel tax revenue adjusted.
- Fixed a couple of textures (university among others) that were displaying some visible seams.
- Fixed rare null occuring in city statistics window.
- Fixed tea, coffee and cocoa farm footprint disabling at distance.
- Fixed material issue on rocks in water world retro level.
I will push a minor update in a few days, adding in the middle class hotel, a little halloween themed addition as well as an adjustment to tax revenue from residents. Should be live on wednesday or thursday!
/ Nick
Hello!
Almost time again to update the game. This time around, the main focus has been on expanding tourism!
Tourist influx has been tweaked so that the baseline is higher. There will be additional tweaks to this in the upcoming few versions, but I found this is a fairly good level to start on. There should be substantially more tourists entering the city if there are hotels built. Hotel tax revenue is now also higher. Tourism related policies have also been tweaked slightly.
The 2x2 sized second density has also been added. The lower and upper class 4x4 second density hotel buildings have also been added. If there is time, I will also finish up the middle class 4x4 second density building.
I've continued tweaking import settings to increase visual fidelity while trying to keep texture size down. Thus far, I've primarily focused on gloss maps, as these have had a lot of artifacts on them from compression. I think I've now found a good balance to keep windows shiny and nice, while not boosting size too much.
Overall, this (version 0.41) is a fairly compact update that primarily adds new stuff with some additional tweaks and fixes. Moving forward to 0.42, which I estimate will be live on the 9th of november, there will be more stability work done as well as continued work on ideology now that policies have been fixed. I should also get around to finishing up blimp work. The reason for the three week brewing time, is that I will also be moving and setting up a new home office, which will need a few days.
Version 0.41 will be live tomorrow evening (CET)!
Hello,
Short update this week! Most of the work this past week has been focused on systems work, so que mostly random images!
First of all, the billboard shader has been expanded so that I can animate images. The animations are different types of sweeps from image to black and different types of fade in and swapping images.
While wrapping up the recent changes to the calculation thread, I also got around to adding in exact counts for the number of 1x1 through 4x4 zones in the city.
Vehicle counts have also been increased. More can still be done to fill streets, but since I've gotten performance up both in general and in vehicle code, I think this can be increased more fairly soon.
On the subject of vehicles, I'm in the process of reworking aircraft code to implement blimp movement. Currently I'm still working on path finding, since this has been very dodgy for the airfleets that land at the atmoport. This should hopefully be improved in the upcoming version, and can then be used by blimps as well.
Hotel density 2 is underway as well. Tourism will get a lot of tweaks in this version to get it up and running in a more balanced manner.
Hello! I noticed the bridge hologram mesh was missing (due to a new one being used for shadow casters). This has now been fixed! The reason the update size is rather large, is due to a change in texture import settings. / Nick
Hello, Version 0.4 is now live - Here's what's new: - Wood burner building added. - Water tower building added. Similarly to how the small wind turbine works, this one is suitable for small communities or as a combination between decoration and utility. - A couple of themed decorations added (industrial and commercial parking lots and a lot for containers). - Tourism advice added. - Number of people categorized as "ill/unhealthy" now depends on overall health levels of the city (used to be static). - Redid the calculation management to make it easier for me to overview, but also make it a bit more effective. - Partial calculation implemented replacing sequential to allow for proper Aeroport funtioncality (merging networks that are not connected by roads or have an Atmoport). - Made consumption code more efficient (cuts the time it takes to calculate consumption to 1/6 of before). Should increase calculation performance particularly in large cities, ensuring calculation "ticks" aren't missed. - English policy descriptions added as tooltips. Translations will be added in future versions. - Policies tweaked/fixed: - Fire safety regulation effect increased. Cost changed from fixed to variable (overall it makes it cheaper up until about 80k citizens). - Unauthorized tenant ban did nothing, now properly decreases crime marginally and increases happiness. - Rent control added to residential growth function. - Tenant union ban added to residential growth function (negative effect). - Rent assistance adjusted from cost per citizen to cost per lower class citizen and lower class unemployed citizen. - Incentivized goods reuse now affects industry output (negative effect). Lower demand for goods. - Ban on public advertisement cost is now relative to how much public transport there is in the city. - Worksite safety legislation cost tweaked. - Consumer rights regulation now affects happiness (positive effect). Negative effect on business. - Employment training program cost adjusted. - Subsidized preschool attendance now also boost labour participation and education. - Homeless/animal shelter policies now affect land value positively. - Subsidized student public transport program only costs money if there is actually a public transport system in the city. - Subsidized birth control, decreases the number of young people (marginally), boost labour and old people. - Family planning, decreases the number of young people (marginally, but more than sub. birth control), boost labour and old people. - Pop control program, decreases the number of young people (marginally, but more than the above policies), boost labour and old people. - Fixed being able to rotate aeronautics station. - Fixed enable/disable building button not toggling icon in building info panel. - Fixed building info showing total population by class instead of labour output by class for residential buildings. - Fixed water block shader displaying a seam between sections of water blocks, shader should also be a bit more performant now. - Fixed upper class 4x4 hotel texture. - Fixed bridge lacking normals (made it look a bit off colored). - Fixed traditional farms not being rotatable. - Atmoport now requires labour input. - Changed anti aliasing (again), as jittering was horrible. - Repair particle added. - Mayor's house now triggers fireworks. - Nuclear waste storage building resource requirements lowered. Also increased capacity. - Nuclear power plant no longer stores waste. A storage or radiation neutralizer must be built to prevent waste. - Nuclear waste storage code switched to simplify other aspects of resource calculation and management. - Nuclear waste produces illness if not managed. - Increased power output from small wind turbines from 25 to 30. - Wind turbine max output is now affected by wind and by research into turbines. - Citizen happiness now affects growth condition. If citizens are happy, the requirements for education, health etc. in an area will be slightly lower. - Lowered visibility for certain props slightly. - Tooltip box now of variable size depending on content. - Fixed tooltip for stored water and electricity in the city statistics window. Next version is scheduled for October 19th! / Nick
Hello!
A new version of the game is just around the corner! In order to optimize dev time, I've decided to always update the game on mondays from now on (every second week, unless major changes are being made, in which case it will be every third week). I've done this a few times lately, but from now on that will be the rule. :)
In 0.4, which launches tomorrow, policies have gotten a much needed addition of proper descriptions of their functions. Currently in english only, but translations will follow. In writing up descriptions, I've also taken the time to check the function of each and every policy. I've added/removed/twekaed/fixed effects for 16 of the game's policies. There are a handful remaining to be checked - this will be done for 0.41.
Aeroport (formerly aeronautics station) function is now implemented. Labour is now shared across all networks where there is an aeroport. You'll still have to provide electricity and water in these areas, but labour being able to be shared means districts can now be built completely separately from each other (on islands, so to speak).
Recently a small wind turbine was added to make it easier to build small neighborhoods separate from others. There's now also a water tower that can be used in a similar way, but for water supply.
Consumption calculation was extremely slow, so this has now been optimized. Generally, this will not be noticable as this calculation runs on a thread. However, if a city is very large and these calculations would not finish in time for the next time tick, they would be skipped. This would mostly be noticable when running the game on 8x speed.
Overall the entire calculation system has been changed up a lot to accomodate aeroport functionality, but also to improve readibility on my end and to optimize it. Hopefully, these changes don't produce new bugs!
The wood burner will be in, as well as a bunch of smaller decorations, like the container lots seen next to the warehouse. Two types of parking lots (industrial and commercial) have also been added:
There have also been changes made to how health is calculated, making the number of ill people variable (it used to be static depending on population size). Also, happiness will affect the residential growth condition. This condition used to be that a residence would only grow if it reached 90% efficiency (and was in a dense area...). Now this condition is set to 100% - happiness in the city (from 0-20). So if citizens are very happy, a residence will grow even if local area effects are not fully met. If citizens are very unhappy, then it will be more difficult to grow the city.
Obviously, good health levels etc. improve happiness, so it all goes hand in hand, but policies can be used to push happiness further.
Version 0.4 will be live tomorrow! (full change log posted then too!)
Hello,
A brief devlog this week!
After rebalancing building material requirements for buildings, and after reviewing overall demands for resources, I felt that the wood resource is fairly underused compared to how easy it is to obtain.
So I added a wood burner power plant! It's less pollutant than the carbon power plant, and carbon neutral if the wood is grown in the city. It's a bit more expensive in both plop cost and upkeep cost, but is a fairly good early game power plant.
I've started working towards implementing the ideology system, and a first step towards this is to clarify the function of all policies. Descriptions have been written for all of them - initially only the english version will be added, but over time I will get translations added in for the currently supported languages.
While working on the policy descriptions, I've also another round of tweaks and ensured that they function as planned. Quite a few have been made either cheaper, or more effective, and some were missing certain effects that have now been added in.
In preparation for a fully functional aeronautics station, I've started restructuring the calculation thread. This is to allow networks to be partially calculated (as opposed to sequentially as is the case currently) so that labour can be shared between them. This also involves splitting what used to be pretty much one solid chunk of code into more managable pieces and cleaning up redundant, repeated and unused code.
On the visual side of things, the blimps now spawn properly and aeronautics stations are registered and given a port number so that they can be connected in a system. Getting blimps to find and go to different stations is quite a bit of work, but should be fairly straight forward.
I've also gotten some visual annoyances out of the way, among them how there was a seam between water block sections. This issue popped up out of nowhere quite a few versions ago, but I've not been able to find a solution until now. But now it's back to normal again. :)
Hello,
A new version is going live in a bit! It doesn't feature quite all of what I wanted to have done, but there's been a lot of stuff done to prepare for these additions, so they should be in fairly soon.
What IS in then?
EA 0.39
- Mayors house added - can be upgraded!
- Added another 2x2 park and plaza.
- Palm tree avenue added.
- University building changed to community college building. New University building added.
- Aeronautics station added. Currently they only add the public transport area effect. Connection to other regions of the city and blimp functionality will come in the next version.
- Heatwave, blizzard, crimewave and epidemic disasters added. Additional heatwave and blizzard effects to be added later on.
- Heat now affects risk of fire.
- Added a season toggle into the options menu.
- Vacuumtubes now have color settings!
- Public transport area effects of tram (lowered) and monorail (increased) stations tweaked.
- Building resource plop costs increased (generally with the exception of nano structs).
- Increased building credit plop cost for a small selection of buildings.
- Added LOD:s and low quality shadow casters for hotel buildings. More hotel props also added.
- Added LOD:s and low quality shadow casters for less frequently occuring buildings like the coalpress and batteries.
- Texture streaming tweaked.
- Vactrackstation was missing public transport area effect. Fixed now!
- Fixed flower farm, dye and textile factories not enabling in build menu.
- Fixed bug that was stalling research.
- Fixed citizen rep goto home/workplace not working (remnant issue of recent SSAA update).
- Fixed avenues not reverting to regular road when tram was built.
- Fixed fires burning out when saving (then loading) city during a fire.
- Fixed disappearing second density 2x2 first tier industry buildings.
- Fixed bug where setting monorail/tram color would set the wrong material.
Small additions like a palm tree avenue and palm tree prop that is added around hotel buildings have been added, along with the football goal prop to the stadium building.
The aeronautics station is in! Currently it only adds the public transport effect to its surroundings. Getting it to connect to other regions of the city with an aeronautics station so that labour can be shared all over will require work on the core of how things are calculated in game, so I have held off on doing this to not rush it and risk breaking stuff.
Not seen in the image, but added afterwards is a new shader that will allow players to set custom colors to vehicles such as the blimp, vactrain or trams. This aside from being able to set a custom color on tram, monorail and vactrack networks.
The old university building has been "downgraded" to a community college and a new university has been added. Currently, the community college provides as much education as it did previously, but with the addition of a new university as well as new education boosting buildings once ideologies are added there will be a small adjustment made to these values in upcoming versions.
A bunch of bugs have been fixed too. Most notably a bug that caused research to stall.
Hello!
Recently I've been getting to work on the aeronautics station that will spawn blimps and can be used to connect "islands" of the city with resources and labour. The aeronautics station will (understandably) not connect electricity and water, but allow labour to travel across the city and resources to be moved around the city easily.
I've added additional disasters that can be triggered manually or occur randomly: Heatwave, blizzard, crime wave and epidemics. There's some more work needed to visually convey heatwave or blizzard, but currently it uses the vegetation shader to display dry grass or snow.
The next version will feature another 2x2 park and plaza building as well:
There's a bunch of bug fixes going into the next version as well; among them a fix for research stalling, a fix for 2x2 second density first tier industry being incorrectly mapped when loading cities (and as a result, the building is not loaded) as well as a fix to the goto home/work feature in the citizen representative panel.
In version 0.39 the current university building will be "downgraded" to a community college and a new university building will be added in. More billboards are being worked in, as well as hotel LOD:s and (hopefully) another density for hotels.
Hello,
Was initially going to have a longer dev stretch for the next version, but found a bug I wanted to fix so I've uploaded version 0.38 early! It's a fairly small update overall though.
- 2x2 second density industry added.
- Rebalanced 2x2 first density industry.
- Proper cereal and legume farm icons added.
- More street noises added.
- Icon for upgradable buildings added to cost info.
- Building collapse sound added when buildings burn down.
- Sport props added to tennis court and baseball field.
- Proper fix for block placement offset bug.
- Flowers added to flower farm.
- Fixed issue where nested vacstations would not connect networks properly when nested.
- Fixed being able to build more than one city hall etc.
- Fixed fire sound not despawning.
- Fixed notices going haywire when changing resolution when a city is loaded.
- Fixed vegetation shader not lighting back of (cereal, legume, flower) particles properly.
- Fixed being able to click and drag to place several city halls (for example) and other
The bug I wanted to fix was where nested vactrainstations sometimes wouldn't figure out what was connected and what wasn't. This should now be functional. The scenario below would not work properly:
Not in the update, but something I've worked on this week is the mayors house - an upgradable building that adds a bit of culture, but mainly boosts surrounding property value.
I've managed to fix the issue with the vegetation shader where the "backside" of the billboard wouldn't be properly lit. Now it's consistently lit regardless which way the billboards are facing.
Using the same technique as above, I've also added in flowers to the flower farm:
I've also added in more street noises, fixed the block placement issue (properly this time) and fixed notices losing their anchor position when resolution is changed in game, among other things.
Hello,
The new version is live. Here's what's new since the initial 0.36 update (some of the things mentioned were patched in with hotfixes).
EA 0.36 -> 0.37
New stuff:
- Atlantis mode added! Enjoy a constant good economy, no disasters - and a perfect amount of cash.
- Started extending draw distance now that graphics are being optimized.
- Added draw distance slider in options.
- Camera panspeed slider added.
- There are now two modes of destroying buildings. One where you destroy selected items, except for blocks if there are buildings placed on them. And one that will only select blocks, but destroy buildings built on the selected block as well.
- Fires can now occur! Areas with low fire protection or high crime run a risk of fires. Fires will burn out over time. Later on, there will be more bling added with fire trucks driving up and putting the fires out etc.
- Player can trigger fires
- With the addition of disasters, buildings can now be damaged. City owned buildings are repaired for a cost via the building information panel. Zones are repaired over time.
- Started adding in billboards. First step: fixed billboards, animated ones will come as well as additional variations.
- Upgradable buildings added - Nuclear power plants, fire and police departments can now be upgraded. Existing fire and police departments have been slightly nerfed, upgraded once will provide substantially more fire and crime protection, but at upgrade cost. Upkeep only goes up slightly. Also, fire and police departments that have not been upgraded now don't require high skilled labour, but upgraded ones do.
- New farm buildings added!
- Overpasses added. These are thin, bridgelike constructs that can be built on, expanding city design options further.
- Traffic sounds added as well as atmofleet sounds on takeoff.
Performance and finetuning:
- Work on LODs and simpler shadow caster is almost completed.
- TAA was removed in one of the hotfixes, but I have now reverted back to it as the alternatives had very poor results.
- Old bridges deprecated. Bridges used to be comprised of fixed length objects, these have been out of play since march and replaced with variable length bridge objects that are more efficient to save. If you had a bridge of this old type, you'll find a road piece loaded without and surrounding bridge structure. This can be demolished and replaced with a bridge, or just left in for novelty!
- Made tram tiles more effective (fewer tris) but also nicer looking and less sensitive to aliasing.
- Tree animations spruced up a bit.
- Finetuned vactrack colliders.
- Sorting buttons in building info now works better.
Bug fixes:
- Fix for view modes being bugged out (due to update of resolutionscaler).
- Fixed resolution scaling performance issue.
- Fixed destroying blocks not checking against existing trams and monorails.
- Fixed block placement being offset on non 100% resolution scales.
- Fixed bug where entertainment and culture buildings would constantly show 100 % efficiency.
- Pooled roads (avenue) used to spawn the same type of tree. This has now been fixed and they should now spawn random trees properly again.
- Fixed roads built on the side, under bridges, connecting to incorrect tiles.
- Fixed pine tree plop size on clinics.
- Fixed incorrectly mapped commercial zone in building lookup when loading cities.
Code optimization:
- Additional optimization using fixed arrays instead of lists where applicable.
- Optimized vector math.
/ Nick
Hello,
Work on version 0.37 has really picked up this week and it's now almost ready. It should be live tomorrow as planned!
It's fairly balanced between new features, optimization and bug fixes. One of the more apparent fixes it that cereal and legume can now be produced by two different types of buildings. The previously available greenhouses are still available but are now more expensive, while also producing more. They are primarily intended for bigger cities. Early on, there are now more traditional looking farms that are cheap, but produce less.
I've also now added in an overpass that can be built on. These function similarly to bridges, requiring a connection on two sides. Once built, they function just like normal concrete blocks.
In this version, fires are enabled. If a building has very little coverage from fire departments, or crime is exceptionally high, it will run the risk of catching fire. Buildings on fire will be put out over time, but fire might also spread to neighboring buildings. Buildings that are owned by the city need to be repaired manually. Zones on the other hand will be repaired over time. Buildings can also burn down completely, if they are owned by a conglomerate, this will cause unhappiness. More disasters will be added in version 0.38 and onward, starting with minor stuff like heatwaves, blizzards, crime waves and ending with meteor strikes and nuclear meltdowns.
There's now also a new mode - Atlantis - where the aforementioned disasters are disabled. In this mode, the economy is always booming and most of all - you have the perfect amount of cash at hand at all times!
Two modes of bulldozing are now available. The original one where blocks, buildings or roads are selected for destruction and a mode where blocks are destroyed, but whatever is built on these blocks is automatically destroyed as well. This will speed up restructing areas.
Most of the work on optimizing graphics is done for now. Pretty much every building now has a low poly LOD version and a very low poly shadow caster. This has allowed for a better draw distance that can be set from the options menu.
Trees now look a bit nicer too, after some shader adjustments and tram tracks are now textured instead of using a mesh, which is more effective but also reduces aliasing. Resolution scaling options were off causing some performance trouble, this has now been fixed and it should now also work better with TAA to prevent aliasing.
I've also fixed a bunch of bugs, among them roads connecting through bridges when placed on the side of a block that also has a bridge and block placement being offset when resolution scaling is not set to 100%.
Overall, this is a fairly large update with a bunch of new features and fixes. As mentioned, it will be live tomorrow!
As for version 0.38 - this is planned for september 21st. This is fairly far off, but it will also be a fairly large update with plenty new features that require time to brew. After that, I will go back to the two week update schedule I've had before.
Hello,
Skipped the devlog last week as I've mostly been focusing on boring optimization recently. But now I'm finally getting back into adding new features and improvements.
First of all, billboards are being added in finally. Currently, I've only added a handful of static billboards, but will be adding more of these as well as animated billboards.
I've changed tram tracks from meshes to a texture overlay which removes a bunch of unnecessary tris, but also makes them look better at a distance (less aliasing). I've also managed to get monorail emission to draw at further distances.
A result of the graphical optimizations is that I've now been able to increase draw distance. To keep the game running well on lower spec rigs, I've added draw distance into the options.
I've started implementing upgradable buildings - nuclear power plants, police and fire stations for starters.
I've also added a bulldozer mode that destroys blocks as well as buildings placed on the destroyed block. This makes destroying stuff faster. There's more stuff underway, hoping to also get fires added in properly for the next update - which will go live August 31st.
Hello!
Was informed of an issue in the quick start level (blocks not compiling). This has now been fixed!
Also added in some minor shader optimizations and fixes.
As for the devlog, this has been a fairly slow week focused mostly on fixing issues relating to the previous update (which updated several assets causing some new bugs), so the devlog will be up tomorrow detailing what I plan on adding for the upcoming version (0.37).
/ Nick
Hello, Added a slider to set the panning speed of the camera into the options menu! / Nick
Hello,
I came across another issue, this one with the different view modes. This has now been fixed. As a bonus, the draw distance has also been increased and further tweaks to the vegetation shader makes the trees look a bit fluffier. :)
/ Nick
Hello!
I've updated the game to fix a draw distance issue in the retro mode.
The fix also adds proper seasons to trees as well as grass. With that, seasons are fully implemented into the game now.
/ Nick
Hello! A new version of the game is live! This version primarily focuses on optimizations and laying the ground work for upcoming graphical optimization. EA 0.36 - Seasons added. Currently the tree texture does not update - this will be added in next update or so. - Industrial zone low detail LOD added. Double shadow casters and other minor issues fixed as well. - Commercial zone low detail LOD added. Like with industrial zones, missing LODs and double shadow casters etc. fixed as well. - Corrected culling distances for buildings. (they were still within culling distance although the shader had faded them out). - Cleaned up shader code. - Added more cleanups at runtime to remove empty objects. - Optimized UI so that elements don't block raycasts unless necessary. - Optimized UI so that windows that are not in use don't get redrawn. - Optimized how cars get their next node position. This is a massive improvement on the CPU-side as cars will no longer need to cycle through massive amounts of nodes to find the correct one. - Replaced building footprint normal maps with general noise normal map to preserve memory (cuts 100+ mb). - Replaced grass in footprints with a world coordinate grass texture. This cuts texture size slightly. This will also allow me to implement seasons into the game more easily and also removes seams and color differences between different building footprints. - Unity has removed the startup window. I've combined all previous graphics settings into one (what was previously good, great etc.). Remaining options such as texture and shadow quality added into options menu. - Disabled light decoration until I can find a good way to make it performant. - Fixed incorrect normal map on a couple of 1x1 buildings. - Fixed missing shadow caster on fifth density, second tier residence. - Fixed issue preventing building stuff in retromode levels. - Fixed sun rotation (this was accidentally broken when updating to time slider). / Nick
Hello,
The next version of the game is almost done and should be live on tuesday. This one is primarily focused on performance and preparing for further optimizations on the graphical side of things (code is fairly optimized already).
The only new feature in the upcoming version is the addition of seasons. This called for recoding the ground texture used in the game, which also meant that seams between buildings could now be replaced. Grass is now mapped in by world coordinates, so building rotation won't affect grass like before.
Seasons currently don't affect trees, that shader work is still ongoing. But here's autumn:
I've also continued work on LOD:s, but think I've gotten to a point where I might need to also rethink shadow casters and baking more things into grouped objects to improve performance further. Verts/tris are also a bit of an issue in some larger scenes.
(New ground shader also makes it possible to set specific colors in the scenarios, like dry grass or snow)
I've also decided to cut normal maps from building footprints as a lot of them are mostly grass or concrete and the unique normal map does not add much. Instead I use a generic noisy normal map to add a bit of roughness.
I noticed unity also now removed the startup window without a replacement, so I ended up having to incorporate some of the graphical settings into the options menu, primarily texture and shadow quality, as these were set in the window before.
Hello,
It's been a year since the game went into early access! It's been a long and challening but fun journey thus far. Although many things remain, there have been many additions to the game since. Water blocks, odd roads, monorails, trams, more than 200 new buildings and a lot more.
The game is now at version 0.35 which features:
- Modern museum building added.
- S ramp added for roads.
- Population condition to grow new densities of zones increased.
- Day/night can now be set using a slider.
- New fountain decoration added.
- Added alternate monorail t-piece to allow for a different rotation. This is more of a temporary fix, due to some restrictions on rotations for vactracks and monorails. A proper solution will be added later on.
- Snow and dust added to retro mode levels snow earth and ruined earth.
- Fireworks added to stadium (trigger randomly) and city hall (trigger every fourth night).
- Building manager script is removed when demolishing buildings so that buildings, when growing or being demolished, are not accidentally saved (causes double spawns on the same location when loading).
- Flat blocks are now merged into a regular 1/8 block when stacked. Existing stacked blocks are not affected by this.
- Happiness formula tweaked.
- Happiness calculation bug fixed. This meant health and education provided way too much happiness.
- Fixed a few special cases where roads would appear as if they connect to a ramp via the side.
- Fixed roads incorrectly connecting from a regular block to a road on a flat block.
- Fixed roads not spawning streetlights (this was due to restricting roads sometimes respawning when new buildings were placed).
- Fixed not being able to build zones near straight monorails, even though placing the monorail after placing the zone would work. (inconsistent collision detection)
- Fixed destruction hologram for lots.
- Fixed materials for some 1x1 and 2x2 residences where normal map was not correctly offset.
- Fixed shadows on water shader for waterprops on buildings.
There's now a modern museum that will help boost culture in cities:
Culture has been a bit difficult to increase without plopping operas all over the place - the modern museum should hopefully help increase variation. Culture will be easier to manage once ideological buildings are added (many of which will increase culture).
I've also added some minor details like snow and dust trails in the retro mode levels and some fireworks that trigger in the outdoor stadium and city hall.
There was a bug related to the new flat blocks and roads, where roads would sometimes thing there was a neighboring tile although that tile was on a different height on a flat block. This has now been fixed. Likewise, sometimes roads would try to connect to the onramp or the twisted road. This too has been fixed.
I've also added a new type of ramp, an s-ramp to make smooth transitions between different heights.
Overall, this is a rather small update coming directly after 0.34 last weekend. I'm hoping to keep up this pace with smaller, but more frequent updates, for a while to finish up some of the smaller items on the roadmap such as buildings and details. I will try to work on systems stuff in the background, such as disasters and the ideology system.
Hello, The issue with older save files is now fixed and the new version is live! / Nick
Hello, There was an error loading files newer than pre EA, as such I've reverted to 0.33 and will set the newer version live once I've figured out what has gone wrong. / Nick
Hello!
Version 0.34 is brewing! Here's the changelog:
- Indoor stadium added
- Halfsize (flat) blocks added
- Small wind generator added (primarily an early game clean energy building or for use in small neighborhoods).
- Tweaked performance of spacer block shader.
- Road onramps, curved road tiles and twisted roads added.
- Tidied up and made road compilation more robust.
- Improved performance of road compilation further.
- Deprecated old save files (pre early access release). These files will no longer load as it's become too difficult to maintain compatibility.
- Buildings would assign road connections to straight roads although they were in reach of an already registered road connection (for example a turn or intersection). This meant more roads needed to be processed overall when compiling roads. This has now been fixed. This also affects loading times positively as buildings don't assign and reassign their connection to roads repeatedly. It also has a moderate positive performance impact on traffic as fewer nodes are travelled by cars when travelling over straight roads.
This change makes it so that the city, once loaded, is connected in steps. As such it will at first display a lower population than when saved, and then in steps establish all connections.
- Additional low poly LOD added for each residential building added. This will not affect performance too much, since residences are generally simpler than commercial buildings, but should cut some tris in the city scene. I've also fixed a few instances of buildings having double shadow casters, or missing LODs (and as such overlapping building objects).
- Adjusted lighting to make the "underside" of cities a bit brighter
- Ordered challenges by difficulty.
A set of new road ramps have been added, among them an inner and outer slope and some twisted roads (pictured below).
As seen above, a small wind turbine has also been added. This one is not disliked by local citizens and can be used to power small scale neighborhoods.
There's a great deal of under the hood work going into this version, specifically regarding roads and how buildings connect to roads to determine what resource network they belong too. I've not reached a point where compiling roads is pretty much as efficient as is possible given the way the road system works. When it comes to spawning roads when loading the city, there has also been some improvement in speed. There's still some room for improvement, but essentially this is now as fast as it can be, given that Unity needs time to spawn road tiles.
Additional road ramps will be added later on as well as the ability to attach trams on ramps as well.
I've started implementing the low detail LOD:s. In this version all residential buildings have low poly versions triggered when the camera is far away.
Lastly, old save files (prior to EA-launch) have now been deprecated and will no longer load correctly. This is because it is no longer feasible given ungoing changes in underlying systems, to maintain these save files.
Hello!
Updated the game the other day to fix a bunch of bugs. Having gotten that out of the way I'm now focusing on new features for the upcoming 0.34 version of the game. Central to this version is the addition of some new road variations:
I've updated the road system to make better use of the newly added node system that is used by traffic. Using nodes I can now add roads with curves etc. Granted, they still need to adhere to the grid and are not customizable, but will still add plenty of design options. Pictured above is a new ramp leading up to the new half sized flat block that will also be added in the upcoming version.
While working on the new road compilation system, I've managed to also optimize it greatly. Compiling roads is no longer a bottleneck, however, roads still take quite a bit of time to load. Overall performance will be a focus in 0.35, with work going into LODs and also performance when roads are being pieced together while loading.
Along with the onramp, I've also added some curved road pieces:
Later on, I will be adding in a sort of highway type road, with different types of on/offramps. There are also a set of possible and really strange road types, like the twisted road variant pictured below.
Hello!
I've updated the game to adress a loading bug that caused loading to stall. This only happened when there was a specific high density building in the city and was due to a missing material.
This update also adds a bunch of fixes that have been in the works for the upcoming 0.34 update, that I expect to upload next sunday.
There are a few new features that have been added in now:
- Small quick start template added
- Russian localization expanded
- There is now only a fixed amount of resources available on the global market, meaning they can now run out. The amount depends on global population (which mirrors the city's population) and the state of the global economy. When times are good, there are less resources available, as there are more buyers
- Increased size of connection area when placing monorail and vactracks
The change to trade will require additional tweaking over time, but is aimed at promoting production of goods in the city, rather than just setting up long time imports. The long time imports will become more viable the larger a city gets and to fix short term requirements for building materials or other resources.
There are a bunch of bugs that have been fixed as well as additional optimization for road compilation. Road compilation has also been changed to work with the upcoming addition of ramps [pictured below], roundabouts and other new road additions. Compiling roads works on a thread and so is usually not noticable by the player, but in the test city I use I've managed to bring compilation time down from 32ms to 7ms. In a large user city I've tested, compilation time is down from roughly 25-30s to 2,5s. There are two areas of improvement specifically:
- The old system relied on information from when a road is plopped (whether a road has a connection to another road on another plane). This required some additional costly checks that have now been removed.
- The old system checked each tile against each other registered tile (not all road tiles are registered) until it had found all connections. Now tiles that are not viable are ruled out from the beginning. Tiles that are not viable are tiles that don't share either of x, y or z position, tiles that are on the same plane but face another direction (ie upside down tiles) and tiles that have no exits.
There were also a bunch of checks that could be made more efficient, that have improved performance slightly.
Additional work is needed to improve this further, but compilation time is no longer a bottleneck for larger cities. Instead additional LODs to lower the quality of distant geometry seems to become more and more vital (and will be put higher up on the todo).
The old road compilation system also had a usage case that it could not solve, meaning traffic would end up in endless loops. The new system can handle this case.
- Fix for road connections (affecting pre placed roads) not registering in tutorial
- Improved performance when replacing regular roads with avenues
- Improved performance when demolishing multiple blocks at the same time
- Improved performance of road compilation
- There was a usage case that could not be solved by the road compiler before, this has now been fixed
- Fixed lots sometimes either showing they have water/electricty when they don't, or the opposite. This was due to demands getting stuck, so if there was water missing when the lot was built, then it would always show as missing
- Tidied upp rotations when cars sweep over edges (they used to lose track a bit)
A proper devlog detailing the new features of 0.34 will be posted tomorrow.
/ Nick
Hello,
A bit of a later than usual devlog.
The game had a small update the other day to fix some bugs, among them a rare crash bug that occured when threads would deadlock when exiting to the menu. This is now resolved! The update also tidied up some of the building placement code and fixed some issues with the UI not updating resource costs etc.
The upcoming version is in the works, and I will detail some of the things I aim to have added into the game for 0.34.
Indoor stadiums! This one is finished already and a given addition in the upcoming update.
I've managed to get a system working for turning animated stuff on during the night and off again during the day. I will be using this system for billboards, which I aim to start adding into the game in the upcoming version.
Some new decorations will be added as well. This will autoadapt to surrounding decorations of the same type, similarly to the rounded blocks. I'm also adding a flat block that can be used transition between different heights and add even more variation into city design.
The second density for hotels will be added in, and I should also have a functioning fire disaster in as well as mechanics for putting fires out etc.
Since public transport will be put aside for a while, next up in terms of systems is to expand on ideology. So that will be getting a bit more work moving forward.
Hello, I've updated the game to fix some minor issues (visual and otherwise) and attempt to fix a rare crash bug. - Refined traffic to minimize "overlapping" in intersections. It still occurs, but is more rare now. Also, sometimes intersections would not properly register, making cars skip them, this is now fixed. - Added more props on lots, and tidied them up. - FPS display added (enabled in options). - Tidied up code regarding placement of roads, buildings and bridges etc. and fixed a few bugs (cost not scaling when placing multiple buildings for example). - Removed camera shake when placing monorail and vactracks. - Opera and theatre now produce a bit of entertainment as well as culture. - Fixed water shader sort order so that it does not overlap range spheres and dust particles. - Added pause button animation (in case you forget you've paused the game! :)) - Tightened up thread management, to prevent crashes and other issues. The devlog for 0.34 will follow tomorrow and detail some of the things going into the next version of the game. / Nick
Hello, 0.33 will be live in a bit! Some of the changes listed below are already in the game since the hotfix, others have been added since and additional refinements have been made to traffic. - New traffic system implemented. - Trams added. Currently dumbs as rocks and stopping at stations needs more refinement, this will be added in for upcoming versions. - Baseball field and tennis court "buildings" added. Props will be added later on - Descriptions for new buildings added (english). Translations are coming. - Building name translations added (for all languages). - Updated image for road placement. - Added expandable panels in the budget window. This is mainly in preparation for a more detailed budget panel in future versions. - Added stored water and electricity in the stats window. - Added so that entertainment and culture are displayed in the cost panel when hovering over buildings in menu. - Adjusted how local area effects stack. It was very generous before in that several factors such as education, health and crime could be bad, but buildings would still grow and reach high efficiency. - Cleaned up monorail colliders to allow better placement. - Cleaned up a set of building colliders, - Large road connection marker added. - Removed road connection marker when placing monorails. - Fixed efficiency display in parks and plazas showing 0%. - Fixed cisterns and batteries not running storage calculations properly. - Fixed instances where UI color is unaffected by custom UI set by player. - Improved management of worker threads. Additional work on this will be done for 0.34. The new traffic system has taken up a lot of time recently, so this version is a bit thin feature-wise, but it was a necessary addition to get trams in. Traffic is now also more optimized, looks nicer and is better set up for additional improvements in the future. / Nick
Hello,
0.33 is almost ready. On the surface it's a fairly small update, but it features the complete new traffic system as well as trams, which has taken quite a bit of work and time to implement.
Trams will get some polish over time, but are more or less finished which also means all public transport systems have now been implemented.
I've started adding in additional early game entertainment buildings - baseball fields and tennis courts.
There's also been a lot of work done on fires - the first disaster added into the game, but these will not be triggered in this version as some features are still being tweaked.
Overall, the addition of monorails and trams, as well as changing the traffic system, has added a lot more life and movement into cities, as well as some much needed city detail. As development moves on, I'm hoping to add more and more props and buildings that are more on a detail level.
The full extent of the update will be posted tomorrow along with the actual update.
/ Nick
Hello, I was informed of a crash bug when leaving tutorials. I've uploaded a potential fix for the issue. The update also includes the current status of the new traffic system, so traffic should look nicer than before, but there might still be minor issues. There are a handful of other minor fixes and some UI tweaks here and there as well. If you come across bugs, I appreciate notifying me on Discord or in the forum. All reports of bugs and issues are addressed as soon as possible and will help improve the game. / Nick
Hello,
Just a brief update this week, as I'm currently in the process of reworking the traffic system so not much new stuff to show yet. This is in preparation for better traffic simulation, but also to make trams easier to implement.
The fundamental changes are more or less finished. Traffic simulation was pretty messy before, with cars only javing access to the position of the target road tile. This meant things like driving on the right side could only be handled by offsetting the tile position. Same with leaping over edges, which included a lot of vector math to find whether the next road tile was on an inner corner or outer corner. All of this had to be done on a per car basis, which ended up being a bit heavier than I like. The results were also that traffic was rather floaty, due mostly to the lack of information to guide cars to the next destination.
The way roads work in the game is that only ends, turns, T and X intersections as well as straight tiles where there's an "edge leap" are registered. So cars assume that between the current position and the next is a straight path. This would sometimes get messed up making cars travel diagonally when they failed to find the next tile. All this has now been tightened upp, and baked into each registered tile is a node system that forces the car to travel from and to each individual node in the correct order. This makes traffic simulation much tighter and cleaner looking.
With these changes I've also been able to add more information into road tiles, so that cars know whether they are nearing an intersection or if they are in the inner or outer lane of a curve (unlike before, when this was handled with clunky offsets). All in all, about 70 lines of code have been cut from cars, mostly vector math. I've also been able to add in a simple system of traffic rules, so that cars take turns at intersections.
This is not all that's in the works though, as seen above I'm also expanding on the information presented in the city statistics window. Among them a slider for the availability of education seats and hospital beds per student and ill person respectively.
How much is stored in cisterns and batteries has also been added into the city statistics panel. I've also expanded the budget window to add a breakdown of hotel taxes as well as other taxes and costs. This is for 0.33, but beyond that I'm going for a more expansive budget window.
I've currently no release date for 0.33, but july 6th is the goal!
Hello,
Found an issue with a reference to a missing sprite causing a null. This has now been fixed.
Also tweaked the road connection distance for parks and plazas so they can be zoned in (the ol' SNES Sim City type of blocks).
/ Nick
Hello! 0.32 is live and comes with the following changes: New stuff: - Upkeep cost added to cost info panel. - Lots now have a colored edge so they are easier to spot. - New template added. - Trading now affects demand (and as such prices of resources) differently. Function now uses city population as a proxy for global demand, so a bigger city can trade larger quantities without affecting demand as much. - Trading food or building materials now also shifts the price for substitute resources (other foods etc.). - Public transport requirement view added. - Square decoration block added. - Vactrackstation end pieces added. - Added amounts of resources produced in the city into the city statistics panel - Added education and health produced into city stats. - Added some directions in the modifier window. There's now also a delete option and timer. - Added colors to show if a resource is missing in a goods ticket. Also button to approve is now disabled if a resource is missing. - Added some population milestones as notices. Adjustments: - Tweaked food requirements for residences to make demands a bit cleaner. Farm output adjusted to reflect lower requirements for cereal and legume. - Tweaked what resources are demanded in goods tickets and lowered the demanded amount. - Tweaked Depth of Field to increase near camera blur. - Tram placement now revers avenues into regular roads. - Depth of field refocusing speed increased. Fixes: - Fixed education and health calculations for available seats/beds. - Fixed 2x2 density 2 commercial having incorrectly placed colliders (too high up), meaning roads could be built underneath. - Fixed a very rare occurence of null in calculation manager. - Fixed getting color for monorails in building info panel. - Fixed not being able to build certain decorations near water in campaign and challenge levels. - Fixed broken material import in retromode. - Fixed cities not lighting up at night time when loaded. - Fixed plaza collider preventing placement. - Fixed monorail turn piece collider. Next version should drop in about two weeks as it includes reworking the road connection system along with traffic, so it will require a bit of time to get functional (break it and then fix it again time!) / Nick
Hello!
V0.32 will be live tomorrow.
One of the goals was to add trams into the game. I've noticed while working on them, that it would be much easier to add them in if I started reworking the road connection system first. So the actual tram vehicles will not be added. But the station will be there:
I'm hoping to have the improved road connection system in the next version already, so trams should hopefully not be too far off. This way, the traffic system gets an overhaul too!
I've added another set of decoration blocks:
A lot of work has been put into refining some of the systems already in place - the way goods tickets are generated as well as the demanded resources has been reworked and what foods are demanded by different classes of citizens has been changed.
The city stats window has gotten some additional info - The amount of resources produced in the city can now be seen there, as well as the amount of education and health produced compared to how much is required.
Demand for resources and their pricing has also been altered. Instead of the price and demand of a good diminishing very quickly when selling them, now the amount you can sell before price is drastically dropped depends on the city's population (a proxy for the world population basically). Once a resource has been sold, the time it takes for price to return to normal, will depend on how much has been sold.
Hello! EA.0.31 is live! Changelog: - Monorail trains added. They will receive some tweaks and fine tuning in the upcoming versions. - Additional monorail tracks added. - Light decoration added. - Polish translated updated! This version is more or less complete, but might need adjustments and fixes for mixed up strings etc. - Loading times optimzed. The main issue has been the process of checking road connections. This is now a lot faster (about 1/20th of the time formerly). This will also improve connection speeds when building roads etc. - Project cleaned up to remove files that aren't in use. This will lower size on disc by about 200mb. - Sped up and monorail connections compilation code. - Cleaned up vactrack and monorail code to remove redundant code and duplication. - Fixed bug where notices would occasionally throw a null. - Fixed being able to build multiple city halls. - Fixed trains sometimes occupying the same vacuum tube. - Fixed bug where roads could be built outside of atmosphere in retromode. - A bunch of other minor fixes have been made as well. - Shifted certain objects over to light instantly at nighttime and simultaneously (roads and streetlights for example). I plan to release the next version (0.32) in a week, Monday the 22nd. It will add trams into the game, a view for public transportation, some new hotel buildings and advisor info on tourism among other things! / Nick
Hello!
0.31 will be live tomorrow. This version will add in the monorail trains, a bunch of new monorail track pieces and fix a bunch of performance issues and slow loading times.
In adding the monotrails, I've had to rework how vactracks work - since they share systems. Part of this work has been to fix slow connection calculations, trains sometimes occupying the same track and imprecise movement. Part of this work can now be ported over to roads and cars to start making traffic movement nicer looking. This will be done after trams have been added in (version 0.32).
Monorails being more or less finished (obviously tweaks will be done), trams are the next step. Whereas monorails share systems with vactracks, trams will share the road system. This system has been incredibly slow to calculate what roads are connected and what road system belongs to which road network. In the test city (a huge city with lots of roads), the process of checking road connections when loading the city took 68s. I've now managed to cut this down to about 3s. This is a huge performance improvement noticable both when loading cities and when playing the game, as things will connect together much faster now. Some of the techniques I used to improve performance have also been moved over to vactracks, making them faster to calculate too.
Since I've been working on a lot of performance related fixes, I've also looked into cleaning up the project to remove files not used and also improve import settings. This should hopefully push in game performance a bit. I've also looked into the post processing effects.
I'm hoping to get an additional free roam template added as well as some minor decorations. Aside from that, this update will mostly be performance focused. 0.32 on the other hand will add more features, this one is set to release a week after 0.31, on monday the 22nd.
Hello!
Ea.0.3 will be live soon!
Changelog:
New stuff
- 3x3 concrete, steel and glass production facilities added.
- Flower farm added. Flowers can now be produced.
- Dyes factory added. Dyes can now be produced.
- Textiles factory added. Textiles can now be produced.
- Monorails added! They currently don't spawn trains though. This is an early iteration, so many changes still to come.
- Local area effects now non-linear. Before the effects of for example crime, poor health and poor education would be added up. Now a neighborhood might have poor health levels, without taking quite the same efficiency hit. However, when more than one aspect is poor, then it takes a bigger hit instead.
- Vactrains updated. Some more tweaks coming as tram/monorail/vactrain systems receive more love.
Tweaks
- Vactubes made smaller (-25%)
- Changed modifier crate drop frequency and they now only appear near buildings. They also give off a light when they appear.
- Camera controls and gameplay tutorials french localization added.
- Moved farms to its own category (food prod.)
- Trash notice was displayed on load, fixed.
- Better and more consistent collision detection when placing/demolishing buildings.
- Improved loading performance. Improved on placement times (the first part of the loading bar). Also improved road connection calculations. This is the last bit of the loading bar. More work on loading performance remains, but this should take a fair chunk out of loading times.
Bugfixes
- Fixed buildings sometimes not registering a nearby good (collision layer mishap).
- Fixed bug where nested vacstations weren't working.
- Fixed buildings not displaying production despite being in a network connected to a vacstation.
- Fixed vactrack train not spawning on load.
- Fixed bug where click and drag placing blocks in the center would not work.
- Fixed modifiers being mapped oddly (cereal modifier added fruit for example).
- Fixed descriptions of crates in the modifers and crates window.
- Fixed glossmap for 1x1 tier one residence
- Fixed traffic timestep being a bit slower than it should be when city has been loaded.
Aside from the newly added resource tree with flowers farms, dyes factories and textiles factory displayed in previous devlogs, public transport has been a big project this time around. There's a lot of work involved in getting this working properly, so it's not all there yet. But you can now construct monorails!
I had initially meant to add trams in first, but this requires a bit of additional work on how roads and road bound vehicles work, which I will be finishing up for next update. There's been some work done already, but this part of the code is currently a bit slow so it needs to be optimized before I can move further with it.
Monorail stations and connections can be built though, but won't spawn trains currently. Monorail trains will be a bit funky so they require a bit of additional work on top of the vactrain code that's already in the game.
On the subject of vacuum trains, they now have wagons! I've also made the movement a bit stricted so they stay in the vactube! More work is still needed to tidy up everything and make it look nicer, but it's getting there! Here the train and wagons can be seen in a user made city (and an amazing build it is!!).
In this city there was an issue with nested vac train stations not tying together different road networks. This has now been fixed so that vac train stations work properly. Cities can now be spaced out on different islands and share resources as long as there is a station and proper connection. There still needs to be an atmoport near one of these stations.
In the next update, there will be more public transport, some new decos, a first implementation of disasters (fire) and a bunch of other things. I'm hoping to have this version out monday the 15th!
Here's another user build that I find really nice:
Hello!
I'll keep it short this week as most of the work put into the game this week has been on preparing existing systems for new additions.
One such new addition is the tram and monorail systems mentioned in previous logs.
What will differentiate the monorail from the existing vacuum train system, is that it will need to be built nearby blocks, only allowing shorter bridges across gaps etc. In terms of code, they otherwise share many things but monorails will need to add some additional complexity. So I've spent time this week cleaning up the vacuum train code to allow for better pathing and a faster calculation of routes.
Once I'm not updating the vacuum train/monorail code, I will get back to work on regular traffic to try to improve paths there as well. This will be a bit more difficult, as there are way more cars at any given moment, so care needs to be taken to keep it all efficient.
Since trams, monorails and vacuum trains will (hopefully) all be in and functional in the next update (due the 7th or 8th of june), I've also added a local area effect for public transporation. Since there are now very many local area effects (including crime, health, education etc.), I've also redone how they stack. Previously they all carried the same weight, given that now there are so many, it was possible to get good building efficiency even if one was completely lacking. So now they are now partially multiplicative, if one is missing it doesn't make much difference, but if two are missing it will have a large effect, and so on. This will make it more important to build well rounded neighborhoods.
Once I've gotten the next version up, I will most likely do another version focused primarily on bug fixes and performance, as there has been a lot stuff added recently and a lot of systems that have been cleaned up (possibly introducing new bugs).
Hello,
This week a lot of work has been put into the new resource tree of flowers -> dyes -> textiles. Currently, flowers are used to produce dyes and dyes and wood go into producing textiles which are used in hotels. Additional uses may be added in later on.
The flower farm has a 6x6 foot print and is fairly pricey - overall resource production for hotels and hotels themselves are rather pricey, but tourism can also add a lot of revenue to a city.
Once flowers are produced, dyes can be produced:
I've started working on expanding public transportation as well. Currently there's only vacuum trains. I'm working on expanding with trams, which will be an early game public transportation system. Trams are built on roads existing roads (not avenues) and stations are 1x2 sized and also placed on roads.
I'm also adding in a monorail system. The monorail system will be larger capacity than trams, but also require more space (stations etc.).
Vacuumtrains will be made a bit more costly, and will be the highest capacity system and will also allow resoures to be shared across different city "islands" unlike trams and monorail.
The tram system can be seen below as well as a WIP of the textile factory.
When working on the trams I also decided to overhaul the look of roads. So gone are the square roads, and in are roads with some curves.
Hello, I've postponed the devlog entry until tomorrow, since I finished up today's work pretty late. The entry will go into detail about some of the things going into 0.3 - the flowers -> dyes -> textiles resource tree, 3x3 sized production buildings, trams and a bunch of other additions and fixes. / Nick
Hello,
New update is live!
EA.0.29
- Two new decorations
- Hotels and tourism are in! To begin with only one density for each tier. Additional densities will be added in the upcoming versions.
- Tourism policies added.
- Differentiated road upkeep costs. Plain roads are cheaper than the fancy avenue.
- New resources - flowers, dyes and textiles.
- Click and drag placement added for all buildingtypes, not just 1x1 buildings.
- Optimized building placement code.
- Reimported textures to decrease texture size in game.
- Fixed clinic collider
- Fixed tree shader so that shadows work properly.
- Fixed bug where blocks could sometimes be placed in the same location.
- Fixed bug where pub couldn't be destroyed!
- Fixed issue where sometimes building info would show production occuring, when there was none.
- Removed water foam effect on Metal (Mac) pending a proper fix. This avoids water looking glitchy.
Known issues:
Lot sometimes doesn't register as active and connected or that it has water and power although it does.
Fix for crash when exiting game on mac seems related to Unity. Still looking for fix.
On the surface a fairly small update, but introduces tourism (which will get many tweaks over the upcoming few updates). There's also some under the hood stuff fixed with how things are calculated. Currently only one density of each tier hotel can be grown. You can currently also only import the necessary resources (next version will add the production of flowers, dyes and textiles).
Two new decorations have been added:
There were some issues with unconnected buildings sometimes showing production output. This should now be fixed and unconnected buildings should have an efficiency of 0.
I've started going through some of the existing code and cleaning some stuff up to make things more performant. When adding click and drag placement for buildings regardless of size I have also been able to remove a fairly sizable chunk of code. I've also cleaned up some of the shaders and changed import settings for textures to improve fidelity while also lowering size.
Hello,
This week I've started working on hotel buildings. In terms of code, tourism is more or less already functional, although it needs some tweaks here and there, but hasn't been set live since there haven't been any hotel buildings.
I'll be added the 1x1, 2x2 and 4x4 versions lower, middle to upperclass at the same time, one density at a time.
Here's the lower class first densities:
The middle class, first density hotel buildings are also "done" (some tweaking remains):
I've also incorporated click and drag construction for all building types now. Previously, this was available only for 1x1.
Some new resources will make their way into the game in the next version: Flowers, dyes and textiles. Textiles will be a consumed resource in hotels. Dyes are made from flowers, and textiles are made from wood and dyes.
I've started changing import settings for textures (primarily normal maps and gloss maps), to make room for additional textures. I've also tweaked existing shaders to remove some stuff that is no longer in use and to make materials less heavy. The tree shader has also been changed so that trees now receive shadows properly!
Hello!
EA.0.28 is live! Here's what's new since 0.27:
EA.0.27 -> EA.0.28
- New tutorial added! Non-english versions coming soon!
- Two old tutorials deprecated.
- Backtracking on how to rotate when plopping buildings. Only scrollwheel is back!
- First iteration of water blocks added!
- Weightier building destruction!
- Additional decorations added.
- Football field added - early game entertainment building.
- Added fountain to one of the decorations.
- Clarified what option is selected in the camera tutorial.
- Fixed slow loading times (particularly for tutorials, but overall when starting new challenges, templates or campaign levels) due to replacing old types of blocks to the new smaller block type. Tutorials will be overhauled in the next proper update.
- Fix for stadium and pub showing 0 efficiency
- Fix for weird directory structure for Win 32 build.
- Fix for building info panel displaying over certain ui items.
- Fix for items in save/load window not being properly sized at some resolutions.
- Fix for connection not retesting properly if building was unconnected when loading city.
- Grid now follows the cursor when placing roads.
- Fix for flickery particles (clouds and far away dust in retro modes).
- Fix for blocks not being built on temporary blocks.
- Football field now has correct sound when clicked.
- Removed continuous trade from trade window when there is no customs house.
- Fixed long term trades so they are no available when there is no customs house.
- Tweaked colliders for new decorations.
- Changed atmosphere material.
- Changed so that camera can move further outside of the atmosphere.
- Building icon now displayed in building info panel
- Building range now displayed when building info is active
- Window system overhauled to allow for a more efficient code structure when loading icons and to allow multiple windows to be displayed at once.
- Tweaked water shader - added foam.
- Russian localization updated.
- Cleaned up what buildings are available in certain modes.
The addition of water blocks is one of the major new features this version. This is the first iteration, so there are tweaks and fixes still to come, but they can be plopped into your city now!
Another central part of this update is updating the tutorial system and updating the practice tutorial and adding a new intermediate tutorial. The new tutorial delves deeper into some of the central aspects of the game, than the old tutorials did and should hopefully shed more light on some of the more tricky parts of the game.
A football field has been added! This is an early game entertainment building. More entertainment and culture buildings are still to come!
Some new decorations have been added, among them this L shaped decoration that can be used to create grassy overpasses over water or vactracks.
This version also adds a bunch of fixes and minor additions, such as a range display when clicking buildings and the density being displayed in the building info panel.
Hello! I've decided to drop a part of 0.28 to get some fixes into the game a bit sooner. Here's what's new: EA.0.28a - New tutorial added! Non-english versions coming soon! - Backtracking on how to rotate when plopping buildings. Only scrollwheel is back! - Two old tutorials deprecated. - Weightier building destruction! - Additional decorations added. - Football field added - early game entertainment building. - Added fountain to one of the decorations. - Fixed slow loading times (particularly for tutorials, but overall when starting new challenges, templates or campaign levels) due to replacing old types of blocks to the new smaller block type. Tutorials will be overhauled in the next proper update. - Fix for stadium and pub showing 0 efficiency - Fix for weird directory structure for Win 32 build. - Fix for building info panel displaying over certain ui items. - Fix for items in save/load window not being properly sized at some resolutions. - Fix for connection not retesting properly if building was unconnected when loading city. - Tweaked colliders for new decorations. - Changed atmosphere material. - Changed so that camera can move further outside of the atmosphere. - Building icon now displayed in building info panel - Building range now displayed when building info is active - Window system overhauled to allow for a more efficient code structure when loading icons and to allow multiple windows to be displayed at once. The remainder of the update will be live on Sunday and feature water and some other new stuff! / Nick
Hello!
Missed updating here when launching 0.27 (hectic week). I'm making progress on the upcoming 0.28 version, here's some of what's going into 0.28:
A new type of decoration that adapts to surroundings, allowing some nice looking curves around corners. These allow for a softer look and can be a good compliment to other types of decorations. Above is the grass version, but it also comes with a regular conrete version:
The building info window is now completely finished. I've added the building icon as well as the zone density. This window used to be disconnected from the regular window system, meaning that it had to be closed and opened separately. This meant a bunch of extra code and was becoming a bit of a hassle as new stuff gets added. I've now added it into the window system properly and also added ui sections so that different types of panels can be opened at the same time.
Lastly, the range of a building is now also displayed when a building is clicked!
The new additions to the window system were necessary to be able to redo tutorials efficiently. There's been a lack of screen real estate to display tutorial info without stuff overlapping and without having to code extra conditions for closing stuff. Now I'll be able to get the new tutorial stuff into a panel similar to the building info panel and manage it within the new window system effectively. I'm hoping the new tutorial(s) will inform new players well enough, unlike the current ones. Hopefully I can get them translated into other supported languages as well, if not, translated versions will be in for version 0.29 for sure.
Buildable water is a new feature in the upcoming version. Getting this to work properly has required a lot of shader work, which has taken up a lot of time. I've also needed to redo a part of a mesh merging system as well as adding to an existing system that checks and adapts meshes to neighboring meshes (like roads). It's not certain atm if the new buildable water will be complete, but it will be usable enough.
Hello! I've set a new build of the game live to fix a few issues. - Fixed slow loading times (particularly for tutorials, but overall when starting new challenges, templates or campaign levels) due to replacing old types of blocks to the new smaller block type. Tutorials will be overhauled in the next proper update. - Fix for stadium and pub showing 0 efficiency - Fix for weird directory structure for Win 32 build. The slow loading times was due to a slow conversion from the old larger block types to the current smaller one. I've now properly converted them permanently and loading should now be quicker overall when starting new templates or levels. Also: - Tweaked colliders for new decorations. - Weightier building destruction! Just some minor additions I was working on. As for version 0.28 I've set the preliminary date to May 3rd. This is a bit later than I had first expected, but this is mainly due to an extremely heavy work load at my regular day job. Given the situation, It has become difficult to make proper progress on water blocks and new tutorials, while working under stress on several fronts. I simply need to give myself some space to work things through properly without a deadline looming just around the corner. The main features I expect to have in the next version is: - Water blocks. - New tutorials and improved UI for newcomers. - Some additional items and better UI using expandable sections in the budget panel. - More entertainment buildings and additional props (billboards on buildings and the like). I will skip the sunday devlog this week, but they will return as usual next week! / Nick
Hello,
I've set version 0.27 live.
Changelog:
New stuff
- Botanical garden
- Pub
- Changed third campaign level to be less tricky camera-wise.
- Rotating buildings/blocks/roads when placing them moved to shift + scroll wheel.
- Added option to make zoom move towards mousepointer (if on a building or similar). Allows for movement to follow mouse pointer.
- Added new camera tutorial.
- Additional decorations added.
Bug fixes
- Destroying vactracks was bugged - fixed!
- Fixed vactrack 0.5 piece not saving properly.
- Tooltips for super absorbent and preschool fixed!
- Fixed 1/4th blocks not appearing when built
- Spacer block was bugged out - now fixed!
- Buildings falling apart when destroyed was accidentally removed. Reimplemented.
- Fixed status display showing missing power and water when only very little is missing. For lots, missing is displayed at 10%, otherwise when 80% or more is missing.
- Fixed notice of missing atmoport showing under incorrect conditions.
- Fixed issue where cars would not be deregistered when a building grows (causing massive amounts of cars).
Tweaks
- Moved particles to culled layer, so they won't draw at long distances.
- Updated tree shader.
- Tweaked camera follow when placing roads etc.
- Rebalanced food demands (generally less cereal and legume required).
Main focus of this update was controls. The old camera anchoring movement mode has been removed. It has been replaced with a go-to movement that automatically pans the camera towards a buildings. Accessed via shift + left/right mouse button (depending on whether you want to open the building info panel or not).
You can now also enable an automatic targetting mode when the scrollwheel is set to zooming. When enabled, moving the pointer over a building or blocks while scrolling will reposition the camera so that it zooms in on the building. Because this adds more functions on the scroll wheel, rotating buildings/roads when placing them has been moved to shift + scrollwheel.
These new movement options are also now included in a new movement tutorial. The new tutorial incorporates the different modes of movement so that a player can try them out and directly set what works best. Feedback and suggestion on the new tutorial are highly welcome!
The pub (pictured below) and botanical garden buildings are now added as well as a set of new decorations (pictured above).
There is a high demand for new tutorials in the game and more adjustments to the UI. Indeed, this is pretty much the source for all thumbs down. I will focus work moving forward primarily on UI and tutorials to improve on this and make the threshold getting into the game more reasonable. Feedback, suggestions and requests in this department are welcome. These improvements should be live next week, hopefully.
Lastly: Here's a player build in the works! Probably the most geometrically complex build I've seen thus far!
Hello. The update accidentally broke a few things (and some other things were brought to my attention): - Destroying vactracks was bugged - fixed! - Tooltips for super absorbent and preschool were mixed up - fixed! - Fixed 1/4th blocks not appearing when built! - Spacer block was bugged out - fixed! - Buildings falling apart when destroyed was accidentally removed. Reimplemented. A fix will be live in a bit! / Nick
Hello!
I've decided to launch a somewhat smaller 0.26 version to get a few bugs and issues out of the way sooner. Primarily what has been left out and will be added next week is the new camera tutorial, some new camera controls (some have been added in this version) and some new buildings and props (billboards for example).
But here's what's in:
Fixes:
- Atmospheric scattering and SSR off by default on Mac (due to compatibility issues).
- Loading performance improved. Also managed to removed stalling at the end of loading a city.
- Fixed poor performance when placing/removing many blocks.
- Fixed camera shake bug when removing many blocks.
- Fixed calculation error.
- Fix rotation when using shift A/D when not aligned to horizon. Default key setting also moved from shift A/D to Q/E.
- Fixed issue with old block types not being translated correctly (affected first campaign level and a few challenge levels).
- Fixed (ie. removed) camera shake when trying to destroy blocks on a level where blocks can't be built.
- Fixed status effect not correctly displaying buildings that lack electricity or water. This was due to a change in how missing resources is handled since implementing the new UI for buildings.
- Cost deduction now correct for bridges (cost was not per segment before).
New additions and tweaks
- Building camera lock on replaced with a camera move to building function. Accessed via shift down and left or right mouse button. This is currently not removed from the tutorial, as the movement tutorial is being replaced in the next version!
- Recycling center now produces small amounts of carbon. When running at 100%, it can essentially support a carbon power plant at 50%. Making the early game a bit easier.
- New building UI.
- Increased movement when using scroll wheel.
- User interface color can now be changed in the options menu.
- Controls movement speed options added.
- Bridging pieces added - a sort of walkway to cover up stuff like vactraintubes etc.
- Deactivated buildings are now saved and loaded as deactivated.
- New sounds for buildings.
- New bridge icons.
- Two new bridgetypes added.
- Max bridge length increased a bit.
- New 2x2 park and plaza. More to come in future versions.
- Added more bling to the stadium.
- Consumtion now evened out across all consumers. Before, consumtion was on a first come first serve basis, meaning that buildings whose consumtion was ran first would get all resources. Now this is evened out, so that if there isn't enough to cover all requirements, then the available amount is split evenly across all consumers. This also fixes an issue where the requirement calculation used to overstate how much electricity and water is required.
This version adds two new bridge designs, and also adds supports to existing ones. Supports are currently only added if there is free space beneath and if the distance to a block below is one unit.
The new building information panel is now more or less complete. There is one remaining issue where unconnected lots will sometimes not display missing water or electricity properly. A fix for this is incoming.
I've now added a precalculation of the amount of resources required. This means that instead of consumtion being performed per building until there are no resources left, now the total required amount is checked beforehand and the available resources are portioned out.
For example, you have five buildings that require 50 low skilled labour each, but you only have 200. Before four buildings would get 50, and one would get 0. Now they all receive 40. This will generally prevent certain buildings from not working at all due to missing some resources. Now, if you have no carbon (for example), then you can't power a carbon power plant regardless.
I've also started adding in some more buildings. More were intended for this version, among them a botanical garden, but there are now 2x2 parks and plazas. More stuff coming next week!
Lastly, I was informed ofan issue with atmospheric scattering on Mac, this feature has now been turned off to prevent it from causing trouble - thanks for the notification! :)
Hello!
Progress towards version EA.0.26 has been fairly good this week. There are some things that I had hoped to have finished but haven't, but also some things that I was going to do later that I've instead been able to implement now. So all in all I should be able to finish the items on my todo.
I've started adding in more decorations, this week with focus on a sort of pedestrian path way type that can be used to cover up and hide areas or items such as road or vactracktubes.
I've rewritten parts of the consumtion system to adapt to a change in the building information panel. Before, only information about a resource that is missing would be stored, but now all information is stored instead. The way calculations work is also a bit different. The next change to consumtion should also be finished before the next version goes live. Currently, all consumtion is done on a first come first serve basis. So for example, if you only have enough cereal for half of your residences, half of them will have 100% and half will get nothing. This will be changed so that consumtion is evened out between all consumers. Same thing will go for labour, to avoid certain businesses going completely without labour.
The new building info panel is almost finished. At the moment most of the missing items are displayed as either 100% or 0%, because of the way consumtion works. After this is changed, the panel will start making more sense and will be more important in keeping an eye an what your citizens lack.
As can be seen in the previous pictures, I've added an option to change the UI color. Other QoL improvements include a speed setting for camera movement, fixed keyboard camera rotation and faster scroll wheel zoom/move speed.
I'll be getting some more work done on camera movement and camera movement tutorials. Some changes will involve removing some of the less useful movement schemes to make movement more streamlined.
I'm also adding in more entertainment and culture buildings. Following the theatre and stadium last update, this update will see the addition of a pub, botanical garden and hopefully also an indoor stadium among other things.
Hello, I've posted an update to address some minor bugs. It also adds some new stuff. - Added more bling to the stadium. - Fixed poor performance when placing/removing many blocks. - Fixed camera shake bug when removing many blocks. - Fixed calculation error. - Loading performance improved. Also managed to removed stalling at the end of loading a city. - New building UI. Currently the share of missing items is not displayed, that will come in the proper update. It also covers a bit of the objectives display, this will also be addressed in the proper update. The new building UI will be fully functional by the next, proper update. / Nick
Hello!
Here's what's new:
EA.0.25
New buildings
- Battery building added.
- Stadium building added. Stadium lighting will be improved over time. Teams will be added in the next update.
- Third density of 2x2 commercial zones added (ten new buildings).
- New theatre building added, old theatre is now opera house instead (as was intended originally).
- Two new bridge designs added. More to come soon!
Other additions
- Added view modes for primary, secondary and tertiary education.
Tweaks
- Optimized the way cisterns work to accomodate addition of batteries. Cisterns now also hold more water to make them a viable option to even out water usage. Lastly, stored water is now properly saved.
- Bridge code changed to allow for a more dynamic way to generate bridges. This will open up for quicker addition of new bridge designs.
- Last step in loading cities was slow and would freeze the game briefly. This has been improved on now. Further work on load times will follow in upcoming versions.
- Education and health "seat/beds" calculations adjusted.
- Beverage demands added for new 2x2 third density residential buildings.
- The density system that checks if a building is in a dense enough area to grow has been overhauled. Previously it would check against how many buildings were nearby, which was both slow and gets a bit strange when accounting for 1x1 and 2x2 sized buildings. Now each zone "emits" a specific amount of density, and when an area overall has a high enough density value, zones can grow. This is similar to how calculation of for example crime and health works. This means instead of using 4 layers for big and small residential/commercial and big and small industrial, it's enough to only use two (and I will need additional ones later!). The system also requires no checks against colliders, but rather runs on a thread, so it is much more performant.
Bugfixes
- Fixed view descriptions in french and spanish not being mapped correctly.
- Fixed import settings for newer textures (to improve performance)
- Fixed research description not showing when hovering over icon
Other
- Block splitting tool deprecated. All blocks have been converted to the smallest block size. Blocks can still be placed in groups to make construction faster. Overall, this adds a bit of a performance cost (very small), and adds a slight bit to loading times, but the positive part is that carving out "land" is now easier. There are some performance issues with this that will need to be ironed out, I'm hoping to have this greatly improved for 0.26 already.
- Polish translation updated. Still in beta.
- Russian translation updated. Not quite complete yet.
The new third density for 2x2 commerce:
The new theatre building:
The outdoor stadium:
Batteries!
Hello,
First off, version ea.0.25 has been postponed until tuesday the 31st, to allow for some last minute additions and tweaks
As mentioned in a previous update, the density system has been overhauled and has now been tweaked and seems to function. Along with density, the population condition has also been adjusted. From now on, a population of 1400 citizens is required for zones to grow to density two, 11200 before density two can grow, 37800 before density three grows and 89600 before density four grows into five. Once the sixth density is added for the regular 4x4 sized residential and commercial zone, they will require a minimum of 175000 citizens.
I'm making fairly good progress in adding new buildings in general. For 0.25, a stadium will be added. The old theatre building is now the opera (as was originally intended) and a new theatre building has been added.
That means that culture and entertainment will start working as intended. Currently this is only counted as a local area effect, but once tourism is added, they will start working a bit differently.
The third density of the 2x2 commercial zones has also been added. That makes a total of ten new commercial buildings and means that both the residential and commercial 2x2 set of buildings are complete. Work will soon begin on 3x3 zones, but first some other more pressing matters will be dealt with.
I've also seperated education calculations into primary, secondary and tertiary education. Currently, these are just summed up into a total education in each neighborhood and in the city. But you can now view where each of the three sets of education types is strong, to find where there might be a need to plop down more grammar school or highschools.
Some things that I had intended to have in this version have been moved to the next one. Among them the new camera tutorial and some additional control tweaks. This will be in 0.26, scheduled for release the 14th of april (that version, too, will be quite substantial).
New decorations are also in the works. I hope to get a few ready for the upcoming version, so that you can start blinging up the city even more!
Hello,
Only a quick update this week, as it's not time for a new build yet.
I've still quite some way to go for the upcoming update, but I'm hoping to get a lot into the upcoming version. I'm planning the third density of 2x2 commercial buildings to be added. I'm also going to start expanding the roster of culture and entertainment buildings, starting with the opera and stadium.
Current progress is that I've redone the code for bridges. Before they were individual objects per length, which becomes difficult to maintain as more bridges are added. So now each type is a unique object, but then the length is generated as they are built. This meant it was fairly easy to add bridge variants in, seen below.
The density system, that would count nearby buildings to determine if an area was dense enough to allow zones to grow has been replaced. The old system differentiated between 4x4 on the one hand and 1x1 and 2x2 buildings on the other. This wasn't ideal as, for one thing, it used up 4 collision layers instead (big/small RC/I), but it also required a spherecast upon each grow test which would sometimes bog things down. Now density is calculated similar to how health and education is calculated. This means it can also run on a thread.
The system that handles storing water in cisterns has been overhauled. Water is now stored only after all buildings have consumed their water. Cisterns can now also store more water to cover up a longer period of high water demand. I've also added in a battery building that stored electricity for a simlar purpose as the cistern.
The block splitting tool has been deprecated. Instead all blocks have been translated into the smallest building block. This makes loading a slight bit slower, and also adds more faces in any given view, but these effects should be minimal compared to the benefits in terms of easier sculpting. In other words, a small con in terms of performance, but a big pro in terms of game play.
I'm hoping to restart work on waterblocks in the upcoming week, but it's still uncertain whether they can be made available in the upcoming version.
Hello,
I've been a not inconsistent on the subject of when 0.24 would release, first saying the 15th and then the 22nd. I've found an issue with building duplication that I wanted to have fixed, so I've decided to push a smaller version of 0.24 through today. The next version will then follow march 29th.
Changelog EA.0.24
New stuff
- Added third density of 2x2 residential buildings.
- Tooltip for modifiers added to panel.
Tweaks
- Plop costs adjusted (up). Primarily for tier two and tier three production.
- Hydrogen power plant given consumption priority. Also fixed that it wasn't added as an economy unaffected building.
- Super absorbent production increased.
- Pre and grammar school, clinic, hospital and police department are now prioritized labour consumers, ie. will be prioritized when it comes to being given labour.
- Commercial and industrial labour demands adjusted up a bit.
Bug fixes
- Found bug causing duplication of buildings. Affected buildings is the 2x2 middle class first density commercials. If this happens, the file size will have bloated and loading will be slow. This autoresolves if you load the city now. First time around loading will be a bit slower, a text ("Resolving duplication...") will be displayed and the progress bar will stop before reaching 100%. Just wait this out and the problem will be fixed and resaving the city will make load times normal again. Depending on how many duplication have occured, this might take a while. Should it fail to remove all duplicates, reloading the city should resolve the remaining problem buildings.
- Fix for advice when unemployment is high or there is a shortage of labour fixed.
- Fixed bug where hydrogen was not persistent (ie. needed to be produced every time step instead of the surplus being stored).
- Fixed lighting on bridges.
- Fixed the citizen board from requesting the same policy twice. Also added a cool down so that things aren't requested too often.
- Fix for road connections not working when roads were placed in a u-shape.
Other
- Adjusted top bar sliders to use the entire slider.
- Policy cost data is loaded as soon as policy window is opened (assuming things have been calculated).
The third density of 2x2 residential buildings has been added into the game. This means 2x2 residences can now start holding fairly large amounts of people. In the upcoming version their demands and the density checks for when a building can grow will be adjusted.
Building plop costs have been increased slightly, in particular for later stage buildings. Consumption priority has also been changed to ensure that some buildings are stocked with labour first - this is to avoid central utilities from not having any labour. Commerce and industry now also requires slightly more labour.
The building duplication is due to the deprecation of the effector type in the previous vesion. This is due to a script accidentally being left on two buildings. If these buildings were in a city, they would result in two buildings being saved each time, meaning new buildings were added exponentially. If this has happened in a city, the save file will be bloated and take very long to load. Performance will also be affected. This will be fixed automatically when loading a city, which means initially loading a city will take a bit longer.
I've also added modifier descriptions to the modifier window to avoid cramped tool tips. Fixed lighting on bridges and also road connections not working properly when roads were placed in a u shape in tight corners.
Hello!
I've now also posted a fix for roads/connections not working as intended when placed in a complex fashion (pictured).
I've also found and fixed an issue where roads built over an edge would sometimes not be split if a block was placed blocking the two roads leaping over the edge (if that makes sense :D).
Loading save files has also been sped up a bit since I've managed to improve the way roads are loaded when I was trying to fix other road and connection related bugs.
/ Nick
Hey, There'll be an update posted soon fixing a bug where in certain cases the time step in the game stalls. / Nick
Hey!
A new version will be live in a bit.
Version EA.0.23
New stuff:
- Hydrogen production plant added.
- Hydrogen power plant added.
- EffectorType deprecated.*
- First iteration of clouds added.
- Additional props added to production buildings.
- Absorbent building modified and made shorter allowing them to be stacked and making them more space efficient.
- Absorbent building props added.
- Climate effects added (humidity, heat, wind). Primarily affects wind and solar farms, as well as food production facilities and water production.
Tweaks/minor additions:
- Food requirements rebalanced for residential buildings. Overall demands are now lower, but the highest tier had mistankenly been set to low requirements, so they now have higher food demands (in line what they should have had). Conversely, the fourth tier had very high demands, but now has lower.
- The board of citizens now demand changes to welfare levels and enacting/repealing specific policies.
- Conglomerates can now demand adjustments to the financial transactions tax. Preparations made for hotel tax level demands as well.
- Some minor tweaks in the building information panel.
- Cost and effect of policy adjusted (costs generally adjusted down and effects slightly up).
- Research tool tip now displays description in the text bar at the bottom of the research window when hovering over research icon.
- Fixed wages not displaying in stats window.
Controls:
- Camera spin/tilt controls removed.
Other:
- Polish translation expanded.
- Lighting from street lights improved.
- Fog override fixed so that retro levels have the proper fog color regardless of chosen theme.
- Fixed bridge description being incorrectly mapped in english.
- Reordered some of the production buildings in the menu.
This time around, there aren't that many new additions. I've been putting quite a bit of work into refactoring code and improvement overall performance. There's also been quite a bit of work put into simplifying code so that the upcoming additions (primarily new zone densities, hotels and also ideology-specific buildings) are easier to implement and maintain.
The hydrogen resource now has a production facility. Currently hydrogen is only used in the newly added hydrogen power plant, a pricey, but clean way to produce big amounts of electricity. These two new buildings can be seen below. Also in the picture, the absorbent building has been made smaller so that it's easier to stack together.
The effector type has been deprecated. This was essentially building type groups checked when placing a new building (good/bad nearby buildings). Previously, when a building had all nearby good buildings and no bad buildings it would run at 100% efficiency. This has now been redone to work in tandem with the local area effects system. Local area effects account for 40% efficiency, presence of all required good buildings another 30% and the lack of bad buildings another 30%. This change also allows being informed exactly of what building is required or is considered a bad neighbor, instead of buildings being grouped. This is a big change to one of the core systems of the game, so there might be some minor unexpected issues. Also, in the old system, each type of building would only be counted once, so having two pollutant power plants near a residential building was just as bad as having one. Now, each bad neighbor is counted, while good neighbors are still only counted once.
Climate effects have been added. In campaign, challenge and free roam levels, these effects don't affect things greatly. There might be a shorter period when there is less wind which means less output from wind farms for example,but overall, these effects are discrete. They are more prominent in the retro mode levels where the levels are themed. Ruined earth for example is dry, windy and warm, so farms are affected a bit, solar farms and wind farms are a good choices for electricity production etc.
Graphics are currently not a high priority, except when it comes to optimizations, but there are some new building props added, a water tank for example. Street lights now emit light as well.
Policy costs and food demands have been tweaked. Since the addition of coffee, cocoa and tea, the food/drinks demands of buildings has gotten rather costly. So I've adjusted most demands down. But in checking through all demands, I noticed the upper class residential buildings were not scaled properly, so they now demand slightly more food than before. The fourth tier on the other hand, demanded way too much, so their demands have now been lowered substantially. Policy costs were way to high compared to their effects, so cost and effects have been tweaked to make them more viable. The citizens now also demand specific policies be enacted or repealed. Keeping citizens happy will prevent them from making too many demands.
There's been some minor fixes on top of all this, fog having the proper color in the retro levels for example and some other bug fixes (listed above for the most part, but also some really minor stuff aside from those).
The next update, 0.24, is scheduled for march 22nd or 23rd. Planned for this update is a new controls tutorial, which sadly didn't make it in this time around along with some additional controls fixes and simplifications. I'll also be focusing heavily on adding the foundations for the features listed in the latest road map so that most of it can be finished around summer this year.
Hello!
This week, I've started reworking the effects and costs of policy. This should make them more viable as an option when players want to expand the levels of education or crime prevention for example. When it comes to the effect on labour availability, the majority of policies have already been fairly well balanced both in effect and cost, so these have largely been left as they were.
Weather effects have been added. In most free roam levels, challenges and the campaign, weather has very little effect on production etc. But in the retro stages, weather settings are set to vary greatly, so in the ruined earth scenario water production will be lower due to dry conditions, but solar farm electricity output is higher due to heat/sun. Over time I intend to develop this system a bit further, adding a very basic climate factor (high pollution, pushes heat in the bubble the city is built in).
Controls continue to be a focus, and in a move to simplify the controls of the game the spin controls have been removed. I'll also be replacing the current camera movement tutorial with one that incorporates being able to test the different modes currently available and to set which one the player prefers. Additional tweaks will be made and I hope they will to simpler, but still versatile controls.
A new clean power plant will be added in the next update, hydrogen power plant. This one requires the recently added hydrogen resource which can be produced in the Hydrogen plant seen below. This allows for substantial amounts of electricity produced (more than solar and wind) and can preserve a bit of space as opposed to wind and solar, but it is also a bit more costly.
I'm also overseeing the current buildings and some will be seeing minor changes. The absorbent is one of these. I've found that it takes up too much space (height-wise) and as such it has now been made smaller. It still produces as much as before, but can now be "stacked", allowing more of them in a small area and making them more viable in bigger cities as well.
The 0.23 version will be live next sunday (march 8th) and feature the above as well as a few other tweaks and additions. I've started working on the 3rd density for the 2x2 residential and commercial zones, but they are still some time away from being finished (possibly for 0.24 scheduled for march 15th).
Hello! I've updated the game to fix a ui button being hidden behind another. This update also removes tilt controls (mapped Q and E), this is in preparation for some changes to controls and to simplify controls overall. / Nick
Hello!
Version ea.0.22 will be live soon! Here's what's new since last update:
New stuff/tweaks:
- Added two new retro themes - Ruined earth and snow earth. They will be tweaked further over time.
- Preschool added.
- Preschool added into demand tree of residential buildings. Theatre, library and museum removed. Citizens will continue to want to have schools nearby, even as the system for calculating education levels is changed.
- Preschool funding option added into policy window.
- Brewery added.
- Wine maker added.
- Beer, wine and hydrogen resources added.
- Entertainment and culture added as local area effects. Views for entertainment levels and culture also added.
- Local area effects weight increased. As more things get moved from the old system of requiring nearby buildings only (called the effector system), it will become more important to keep an eye on having enough buildings to cover crime prevention, health etc. in the city overall, rather than near specific buildings. The weight has increased from 25% to 33%.
- Residential, commercial and industrial priority sets for local area effects changed. The priority sets determine what a building type finds more important. Essentially a weighting system to allow commercial buildings to prioritize low crime over health levels for example.
- Density 4 and 5 now require nano structs to grow.
- Tax effects on industry and commerce differentiated between tax tiers. For example, low tier commerce used to be affected by high tier commerce tax rate. This is now changed.
- Policies targeting industry and commerce used to affect tax revenue. Now they instead affect efficiency, which in turn affects revenue. This makes the connection between policy and effect more clear. Descriptions of policy effects are coming in an upcoming version to make it more clear what affects what.
- Effector capture radius made slightly smaller (This is the radius to check nearby good/bad buildings).
- Education is now calculated from number of available seats (what is seen as produced in schools etc.) and average coverage (local area effect).
- Similar to education, health calculations have now been similarly adapted.
Minor stuff:
- Added more conditions for domestic advisor advice for missing food/drinks. For example, if you have no legume, but also no middle class citizens, the message won't trigger.
Bug fixes:
- Fixed nullref error when citizen is assigned building with no registered bads or goods.
- Fixed world constraint not working properly in retro mode.
- Fixed bug where advisor entries were not closed properly.
- Fixed cost display output bug where values for output would somehow "stick" between different buildings.
- Fixed alternate skybox themes fog setting.
- Ambient sounds trigger fixed.
- Centrifugal particle extractor locked from start as it should be. Researched building after all.
- Lots weren't displaying efficiency, now fixed!
- Fix for issue where on commercial zones and industrial zones, tax revenue would not display.
- Fixed non-duplicable notices (the little things that pop in on the right side of the screen) from displaying more than twice at the same time.
- Fixed default settings for camera control buttons not displaying correct text on first time entering game.
QoL:
- Replaced cycling buttons for resources in trade panel with a window for selecting resources.
- Scroll wheel to move camera blocked when panels are open.
- Pausing and then unpausing with space now returns to previous speed instead of x1.
- Labour requirement now displayed in cost info. This is the requirement when building functions at 100 %.
- Return camera to horizontal position button added in bottom bar.
Other:
- Swedish, French, Spanish and German localisations complete! Russian localisation is ongoing. Polish localisation in beta added.
- Updated jewelry, diamonds and nano structs icons.
This version adds a few new buildings. First off, the preschool. This building is required nearby residential buildings. This is the first building featuring a 3x3 foot print, a size that will become more common in upcoming buildings.
With the introduction of the preschool, the way education is calculated has been changed. Before, education was calculated on a city wide level based on education "produced" in schools and libraries etc. Basically a pop / education type formula. Now education also uses the local area effects. You still need to "produce" enough education to cover the amount of students in the city, but also make sure that there is coverage locally.
Health was already moved to the local area effects system, but now also takes into concern how much healthcare is "produced" in total, similarly to how education works. Unlike before, you can no longer spam schools and hospitals in one area of the city to cover all health and education needs.
I've now also added culture and entertainment as local area effects. Currently, very few buildings produce entertainment and culture (museum and theatre). In upcoming versions there will be more of these types of buildings added, among them a stadium, a pub and an opera. These kind of buildings will accept the new resources beer and wine that are produced in the brewery and wine maker (suirprise!). These buildings have been added, along with the resources, so although they currently aren't required in the city, you can still produce and trade them.
There are also a couple of QoL improvements, among them a button to reset the camera orientation in game, a fix for default controls when starting the game the first time. The cycling buttons for what resource to trade in a long term contract have also been removed. Instead clicking the resource opens a window where you can select what resource to trade. This is more accomodating now that the number of resources has increased and will continue to increase.
Localisations are finally updated as well! Swedish, French, Spanish and German have all been updated. Russian is underway and there is now also a beta version of polish. More work on localisations and fitting all text elements nicely will be done for the next version. If you find anything that is incorrect, just post in the Discord or in the forum what it is that seems to be mistranslated or mapped incorrectly in game.
Lastly, the way policy affects commerce and industry has been changed. Before, policies generally affected taxes revenue only. Now they affect the efficiency of industry and commerce, which in turn affects revenue. This makes the effect of a policy more visible to the player. How taxes affect the overall efficiency of an industrial or commercial building has also been changed. Before, regardless of what tier building, they would be affected by an average of the tax levels of all three tiers. Now each tier is only affected by it's respective tax rate. For the second and fourth tier, a mix between low/mid and mid/upper class taxes apply, depending on the density of the building.
Hello,
As there is no update of the game today, this will be a fairly brief devlog featuring what has been done this week and what will be done leading up to the update to 0.22 next sunday.
First of all, two new retro type levels will be added. Pictured in this log is the ruined earth scenario. I'll be working to implement a type of climate offset for each of these scenarios meaning specific buildings will be affected in certain ways due to the setting of the scenario. For the ruined earth that would be more sun = better power production from solar farms and farms but lower output from absorbents.
As I redid the calculations for crime etc., some buildings were removed as demands for residential buildings to grow. Since then I've also received ideas for adding both culture and entertainment into local area calulations so that more buildings can be removed from demands. This means that you won't need quite as many of, for example, clinics, but you will still need to provide enough health care to the city in one way or another. This, in my opinion, adds more realism and flexibility in building so I will be added this into education as well, and the upcoming culture and entertainment effects. Initially there won't be many building alternatives to add entertainment and culture, but I plan on adding pubs, opera buildings, stadiums and more.
These new buildings will use a set of newly added resources - beer and wine. These will be made in a new building each, the beer and wine maker buildings. I've also added hydrogen as a resource. It will be a while longer until it comes into use, but it will be used as a resource in a new green power plant added later on.
I'll be adding a preschool into the next version of the game. This will output education and will be used as a variation for other education buildings once education is moved into the local area effects system. The preschool will be one of few education buildings demanded by residents nearby, but will come with a smaller 3x3 foot print.
Bug squishing continues. As does minor QoL fixing like locking the scroll wheel function when a window is open.
Come next version the french and german localisations will be updated (the whole game will be properly translated). Spanish and Russian translation is ongoing and should be finished shortly thereafter. There's also a polish translation in the works!
Hello I've decided to update the road map. Some of the items that remained will still be implemented, but may not be present in this list. This is mainly due to them being smaller features or things that have been partially implemented and will be finished up fairly soon. I've also decided to list features based on priority rather than time they will be added. As a solo dev it's sometimes difficult to hit deadlines precisely, but my ambition is not to rush early access, but rather make the best possible game I can make. High priority - Controls. I feel that over time and with much needed feedback, the controls have gotten better. But there is still room and need for improvement. There will be incremental improvements added in each update. Over time, I might be able to start removing things that become redundant and narrow controls options down a bit as well. - Tourism, entertainment and culture - By player feedback I've decided to implement a tourism system. This means adding a new zone type - hotels. Tourism will work primarily off of attractive tourism via entertainment and culture buildings like opera houses, theatres and stadiums. This means that entertainment and culture will also be added in as local area effects that need to be addressed to make your citizens happy. This comes with quite a few buildings and systems needing to be made, so it will take a while until the full extent of it is in the game. I have put this as a high priority feature addition though, so I have already started working on it. - Policy expansion - Initially I had thought of making the ideology system fairly simplistic. But over time, I've felt it needs to be a bit more expansive and offer both rewards and challenges for those that want to play a city with a more extreme ideology in mind. Instead of just minor pers or penalties and only four ideologies, the full implementation will feature 8 ideologies (ranging from communism to fascism to laissez faire capitalism). Each ideology will come with a set of decorative buildings and special buildings that can only be built and function when the city is under a specific ideology. This will take quite a long time to implement, as I intend to launch all ideologies at the same time. Stay tuned! - Updated spanish, french, german and russian localisations. This is hopefully underway and I can have updated translations into the game fairly soon. Medium priority - Policy descriptions. Currently there are a lot of policies that can be enacted, but not a whole lot of info on what they do exactly. I will be adding in descriptions for each of these. I will need to finalize additional policies and ideologies before I move on with the translations. English descriptions will come before that. - Water blocks. - Sandbox mode. - 3x3 sized buildings. - 6th density for 4x4 residential and commercial buildings. Low priority - Ruined earth retro scenario. Floating islands retro scenario. - Clouds and weather effects. - Season toggle and cycle - Pedestrians. I plan on adding pedestrians, but find that there are currently more important things to add to the game. This will move up in priority as other things are finished up and added. - Disasters. - Autobenchmark option. / Nick
Hey! There was an issue related to zones not developing when out of cash. That has now been fixed. I also sped up the game progress speed a bit (0.015 => 0.017). / Nick
Hello!
Version EA.0.21 will be live in an hour or so. What's new you ask?
Minor additions:
- Added option for scroll wheel function - move forward/backward or zoom in/out. Settings balance against horizon and setting scroll wheel function to moving forward/backward basically means you can accomplish almost every movement option necessary to move around the city. If you prefer combining mouse and keyboard this can be done as well.
- Modifier tool tips added. They're currently a bit undersized, but I will address this at a later stage.
- Camera follow on build option added. When enabled, the camera will follow to the last item built when placing roads, blocks or multi placed buildings.
- Added spacebar to pause and resume game
- Added intermediate tutorial about how to enable advisors and citizen reps for additional information. Also shortened and updated the other tutorials.
Major changes:
- Code that handles connections had gotten a bit mixed up with controls for traffic. Now they've been properly separated and traffic now also runs parts of the code threaded to improve performance. The performance improvement should be fairly noticable, especially in large cities. There will be fixes for cars going off road later on, but this is not a priority at the moment.
- Changed how time progresses in game. Before the game changed Unity Time to accelerate, which affects a bunch of other things, among them physics. This was a bit hacky so I've now changed it over to an internal time function. This means that framerate isn't affected as much when running the game in 2x, 4x and 8x speed.
Minor changes:
- Global time tick starting value increased. This just means that when loading a city, more values are updates right away, rather than with a delay.
- Domestic advisor advice conditions changed a bit (less spamming of certain messages now).
- Multi building placement UI fixed. Might add some additional bling over time.
- Changed how modes are handled in game, to prepare for further expansion of different modes and to make code more easily managed.
- Added extra condition for overwriting how many campaign levels and challenge levels have been completed so this data can't be overwritten with null.
- Increased draw distance for props.
- Bloom strength setting added in options menu.
- Added night lighting to dot decoration.
Bug fixes:
- Some issues with modifiers fixed.
- Fixed some ui placement issues in 16:10 aspect ratios.
- Fixed not being able to build roads over roads. This was a new bug introduced after redoing some of the construction mode code.
- Fixed issue with minister of labour staying quiet most of the time!
- Fixed random placement of islands in retro mode on load.
- Line, dot and circle hedge decoration tiles description fixed.
- Fixed a building counting bug that overstated the number of zones in the city.
- Fixed issue when conglomerates leave and don't properly hand over their property to remaining conglomerates. If this issue has been present in your city, it would have likely caused stagnation and other weird issues. When loading a city, this will be resolved automatically by reintroducing conglomerates for buildings that were left without owners.
- Fixed issue where bridges sometimes couldn't be built despite there being enough space.
- Fixed focus distance.
Focus this week has been tweaks and bug fixes. I've received a host of feedback on bugs and issues that I've focused on addressing. I've also started refactoring code, as this is long overdue and there's code that needs fixing for performance and stability reasons.
I've continued work on performance related to 2x-8x game speed. The game has now moved away from using UnityEngine.Time to speed up and instead uses an internal clock to speed up the intervals at which calculations are performed. That way I don't have to use the hackery I had to keep physics time stable. I've also started cleaning up the connectivity class - this checks what roads are connected to which buildings. Over time, code that is only remotely related to connectivity has ended up in this class, for example position checking for vehicles. The class has now been cleaned up and now only contains code relevant to connectivity. Position checking for vehicles is now in the traffic manager and has also been moved to a thread which improves performance quite a bit, especially in large cities.
Controls have been a continued focus, and I've now added scroll wheel function to the options menu allowing the scroll wheel to either zoom or move the camera. I find that controls are now quite stable and functional and you can basically get around a city using only the mouse.
I've also added an auto follow function, so that when roads are placed, the camera will automatically pan to the last road placed. There will be some further tweaking to this, but it seems to work fairly well most of the time.
A new tutorial has been added, this basically descibes where information can be found in the game and some of the common issues that will be facing a city. I find that tutorials should become less necessary, the more advisor, citizen rep and econopedia entries are added. There will, however, be more tutorials coming in the future. These will take a while to make as I intend on making lengthier ones.
A number of bugs have also been fixed. For example, at times when a conglomerate leaves the city, buildings would not be transferred to a new conglomerate. This meant these buildings were left "hanging" and could cause null ref errors and stagnate the city. This has been fixed and if the city was in this state, the "hanging" buildings will be given a new owner on load. Aside from this, there have been some minor bugs fixed, like not being able to place roads when starting from an existing road (which you could before, and now can again).
Next update will be in two weeks as I'm moving onto some bigger additions and will need more time to work these into the game.
Hello,
It's time again for another update! This time around I've focused mainly on QoL improvements and fixing some issues introduced alongside the local area effects added a few updates ago. As many times before, the images are a bit random, as most of the work done is "under the hood" kind of stuff.
Version EA.0.20
Minor additions/changes:
- Local area wealth is now a part of property value (this in turn affects property tax revenue). Property value calculation now also takes into account the size of a zone in a better way than before. Mini zones used to be overvalued compared to standard zones.
- Conglomerates can now leave a city if they are unhappy with how things are going. This transfers their property to another conglomerate. Transferred property will be valued at less than before for a short period of time meaning property tax revenue takes a hit!
- Conglomerate happiness penalty when one of their buildings has been demolished increased.
- Tooltip trigger time lowered
- Atmospheric particle filtration plant requires 120 low skilled labour instead of 150.
- Water rationing policy added.
- Additional labour policies added - Worksite safety legislation and Employee funds (make people happier, but adjusts labour demand down a bit).
- Eco footprint reduction for buildings policy added. This lowers water and electricity use at the expense of the building owner.
- Citizen reps now hint the presence of bad buildings near their home, or the lack of good ones. They also share some policy related advice.
- Additional financial advisor topics added.
- Fixed some issues relating to raycasts not hitting objects as expected allowing blocks to be demolished if they only had decorations on them for instance.
- Campaign levels with trade objectives now count long term trade as well as short term.
QoL fixes:
- Click and drag placement. Initially for 1x1 sized buildings. There will be some additions to this over time (not only allowing 2x2, 3x3 and 4x4 buildings), among them a better and fancier UI for where you are placing buildings. The current UI marker for the area where construction will be done misbehaves a bit and doesn't scale properly at times.
- Cancelling placement of buildings with right click now checks if there has been camera movement. Cancelling is only done if the camera has remained still, allowing players to pan/rotate (depending on button assignment) while building. This is a prototype solution, so feedback is appreciated!
- Added to options menu default time of day setting : day/night cycle, always day, always night. This is applied on newly started cities.
- Time of day setting now saved per city. If you have for example always day on, then this setting will be saved.
Performance:
- Using 2, 4 or 8x in game speed has gotten laggy over time. I've started working on fixes for this (it's not one isolated issue). The fixes I've implemented in this version should improve things fairly substantially, but more fixes will come.
- Panel ui update redone so that they update on changed info rather than fixed time tick.
Bug fixes:
- Fixed issue where healthlevels would affect growth preventing growth. This was a remnant of the old way of calculating health, before local health calculations were added.
- Fixed issue with drop down options (save slots etc.) not saving properly.
- Fix for certain policies not displaying costs and not enabling properly.
- Retro mode: Rocks would be placed randomly even when a city is loaded. This has now been fixed.
- Cost of buildings not always displaying properly now fixed (production buildings have a cost regardless of effiency).
- Health display in top bar now responds properly to changes in the city wide health level.
- Fixed bug where on extremely rare occasions a thread would try to access Unity main thread specific methods.
Other:
- Updated german localization for certain achievements.
As mentioned previously, the multi-building-placement tool has been in the works for a while and is now functional for 1x1 buildings. There is a slight issue with the marker showing where buildings will be placed - I've not bothered with this since the concept will be overhauled in the upcoming update anyway. I intend on working on making the system work for buildings of other sizes too, but this will most likely not be for the upcoming update.
The whole thing can be seen here:
https://twitter.com/CorrectureGames/status/1223670185040785408
Before, when right clicking, building placement would be cancelled. I've not attempted to make a system that checks if the button click was made to move the camera or not. If the camera moved, the placement tool will not cancel. If the camera was still, it will cancel the placement tool. This should hopefully make building while moving around a lot a bit easier.
When adding the local area effects, the calculations for health levels were moved from citywide to local. The citywide health level is then calculated as a mean of all local health nodes. Unfortunatly, I didn't clean out all the old code and some of the new values were instead fed into old methods which affected residential growth. This meant that health was essentially counted twice and multiplied and would sometimes prevent growth. This has now been fixed and growth should now be easier to achieve once wealth, education, fire safety and health is high enough and crime and pollution low enough.
Speeding up the game has gotten a bit laggy over time. This is due to many new systems being added into the game and running calculations for each becomes more taxing when done faster (of course). I've started optimizing things now and there should be performance improvements in this version. More work is required, however, and will done over the course of the upcoming few updates.
Lastly, there are some minor changes, such as conglomerates now possibly leaving the city if they are very unhappy. Advisors and citizen represenatives now have additional advice topics, and more will come in upcoming updates. Time of day default setting can now also be set in the options menu and is also saved in the city save file, so you load the city with the setting you left off with.
Next week, other than fixing the remainder of UI work for the multi building placement, I will work on some new buildings and resources as well as prepare the newly added text items for translation into German, Spanish, Russian and French. If you know any of these languages and want to help out, drop a note in the Discord!
(Build from an Atmocity player!)
Hello!
Time for another devlog and another update!
Version EA.0.19
Controls
- Fix for camera balancing to horizon. Before, when rotating the camera around itself, sometimes the camera would start tilting or glitch out. Now it stays stable at all times. NOTE: This needs additional work to function well when the camera has been tilted manually.
- Fix for planar movement mode camera movement slowing down when camera facing down or up. Speed is now also more consistent than before.
- Options menu updated to clarify rotation and movement options.
Minor feature additions and tweaks
- High currency value now affects local economy.
- Citizen reps now give some advice on what they feel could be improved.
- You can now click home and work icons in the citizen reps panel to view the rep's home or place of work.
- Local area effects now affect residential, commercial and industrial buildings differently. High fire safety is more important for industry than for residences for example.
- Local effect distance fall off adjusted. Basically, the further away (for example) a police department is, the less of an effect on crime it has.
Major bugs fixed
- Global economy was inconsistent between saving and loading a city. This has now been improved and cities should load with economy and demands developing in the same way every time. There are some additional tweaks necessary in order to fix it further.
- Fix for master economist achievement. It would sometimes trigger based on a resource group demand curve instead of the global economic status.
Minor bugs fixed
- Tooltip sometimes "getting stuck" fixed.
Other
- Global time step lowered a bit (economic status changes a bit faster).
- Atmofleet now emits a particle when leaving the atmosphere.
- Traffic and props hidden when enabling a view mode.
- SFX volumed adjusted.
- Adjusted music trigger conditions.
- Super absorbent now plays proper sound when clicked on.
- List of owners in owner view pushed together a bit more so that it doesn't overlap with menu if opened at the same time.
As mentioned last week, I will be updating the game more frequently, but with smaller updates for a few weeks. The reason for this is to get some much needed QoL improvements into the game without too much delay.
Focus this week has been to start adding in some control improvements. This time around, there are no new additions, but rather fixes to existing control schemes. There has been an issue where rotating the camera upside down would sometimes cause the camera to tilt even when the control mode is set to not allow tilting. This has now been fixed and enabling "balance against horizon" will keep the camera stable at all times.
When enabling planar movement, previously when the camera was rotated down, the speed of movement would drop. This has now been fixed and movement speed is now constant. This mode has also changed name from "planar movement" to "Relative to camera rotation/Relative to horizon".
I've also fixed the global economy not being consistent between saving a city and loading it up again. Before, a city could be enjoying an economic boom, then suddenyl a recession next time the city is loaded up. There are still some related issues left to be fixed, primarily related to how labour is distributed across industry, this requires additional work to fix, so a fix will come later.
Citizen representatives are now given a home and a work place (unless they are unemployed), that can be viewed. They now also give you advice about things that they feel need to be addressed in the area they live in or policy that affects them. There will be more advice items added over time.
The local area effects are now handled differently. Instead of them being added upp similarly for all types of buildings, they are not given weights that depend on whether the affected building is a residential, commercial or industrial building (or other). Fire safety is more important to industry than residence for example. The effect distance falloff is now a bit steeper.
I've also started adjusting the system for placing buildings to allow for click and drag multiple building placement. I'm hoping to get this fully done for the update next weekend.
For next week's update I also hope to get more advisor and citizen rep advice added, an intermediate tutorial and another set of control options/tweaks.
Hello!
Version 0.18 will be live in just a minute. It's been a while since the last update so this is a pretty comprehensive update.
Changelog 0.17 > 0.18
Version EA.0.18
Major updates
- Local area effects added. This system will get tweaked over time, but currently crime, education, health, wealth, fire safety and pollution levels are calculated. The area effects affect quality of life for residents and businesses and will lower efficiency in a building by up to 25%. Specifics on some of the effects can be found below. Education and wealth effects are currently not updated to the new system, but can be viewed in game.
- Crime level calculation changed. Now it is based on the result of the local area effects of crime after policy effects are applied, as opposed to a calculation of total population minus policy effects.
- Similarly to crime, health is now calculated based on the result of the local area effects of health after policy effects.
- Fire safety is now also based on the sum of local effects of fire safety.
- "Other safety" is now the sum of crime safety, fire safety and welfare availability.
- View modes changed to accomodate for the addition of local area effects. Instead of cycling through modes, button now opens a menu with the different modes. Cycling can still be done using the tab button.
- Advisors added. Unlocked when building city hall. Advisors will give tips on things that need to be adressed in the city. This is the first iteration, so it's a basic implementation. More help topics and features will be added over time.
- Citizenreps added. The current implementation is very barebones. In upcoming versions you will be able to get advice from the reps regarding things that they want adressed in their neighborhood and display their places of work and their homes.
Minor updates
- Value of exports and imports (and trade balance) added into trade panel.
- Middle and upper tier residential, commercial and industrial buildings no longer require clinics, fire departments and police departments. Instead, buildings built in areas with high crime etc. will receive a penalty (see local area effects above).
- Added a 0.5 size vactrack piece. Vactracks will be getting a slight overhaul in one of the upcoming versions, so it might be a good idea to not go wild building massive vactrack systems as they might break!
- Now only one City hall, National bank, Customs house and lab is allowed per city. Saved cities with more than one of these buildings are not affected.
Tweaks
- Building range increased slightly.
- Costs of policies tweaked, specifically those aimed at crime and health.
- Tax on pollution formula tweaked and overall simplified.
- Happiness from health is now calculated in a different way.
- Trade balance now affects currency strength.
- High currency affects wages and labour demand.
- Onclick sound volumes tweaked.
Major fixes
- Fixed issue where sometimes a good/bad building would not register when built in very densely packed areas.
- Fixed bug where in certain locations, buildings would incorrectly register a nearby good or bad.
- Reduced food shelf life research effect fixed. Incorrectly increased food consumed, rather than reduce. Drinks consumtion is now also reduced.
- Building unlocks were bugged out at times - fixed!
Minor fixes
- Lab given resource priority (similar to how farms and power plants have priority).
- Incinerator was incorrectly affected by the global economy. This is fixed now.
- Destruct hologram fixed for city hall.
- Fixed bug where display price of goods would not match up with actual revenue/cost when selling/buying resources.
- Collider for recycling center fixed.
Possible fixes
- Menu crash bug hopefully fixed.
Other
- We're back to the usual spring/summer theme!
- Lighting adjusted to make "underside" of cities brighter.
- Cross fading applied for LOD:s. This makes LOD groups fade in, rather than pop in. This also means I've been able to switch LOD distances and make high poly versions of buildings visable only from close distance.
- Tweaked tree shader
- Swedish localisation updated.
- Fallbacks to english added for missing translations in German, Spanish, French and Russian to avoid missing texts. The missing translations will be added in an upcoming update making all localisations equal and complete (for now).
- Atmofleets spruced up a bit.
First of all, the update adresses a handful of bigger bugs related to buildings not registering properly or incorrectly registering as a nearby good or bad building. Building unlocking from population targets being reached were also bugged out at times before, this has now been fixed.
There's been a crash bug that occurs sporadically when going to the main menu from a city. I've not been able to reproduce the issue after making some changes to how threads are handled, so that should hopefully be fixed now.
The biggest change in this version is how crime, health, pollution and fire safety is now calculated on a local level, instead of a city wide basis as it was before. Education and wealth levels have also been added into this system, but education is still calculated based on city wide values as before, and wealth currently has no function. They are viewable in the view mode though, so you can still see for example which areas are poor, and which aren't.
More tweaks to these systems will be made over the course of the upcoming versions.
Advisors have been added. Currently they only discuss a handful of issues, but more help entries will be added in the upcoming few versions. This system will serve as a sort of tutorial for issues as they arise in a city. Advisors are available once a city hall is built. On the subject of city halls, from now on, only one city hall, customs house, national bank and lab is allowed per city.
Similarly to advisors, but available at all times as long as population conditions have been met, is the system with citizen representatives. Currently, the implementation is very bare bones and you will only see the reps in the rep panel, but they will not provide you with any information. This system will be expanded upon in the upcoming few versions and finalized fairly soon.
A smaller addition is that trade balance will now be displayed in the trade panel. For smaller cities this is not relevant, but once there's a large amount of goods moving in and out of the city, keeping an eye on the trade balance can be important as it will affect the value of currency, which in turn affects wages etc.
The upcoming few versions, aside from focusing on advisors and citizen reps, will be geared specifically towards QoL improvements, localisations and tweaking and improving the controls and adding more control schemes. These changes will be added into smaller updates released on a weekly basis, starting next sunday!
Hello! Work on 0.18 is coming to an end and the new version will be uploaded tomorrow. It's a fairly comprehensive update that adds the foundation of several new features as well as fixes for a handful big and/or annoying bugs. I've received quite a bit of feedback as to QoL changes that people would like to see in the game as well as some needed fixes. I've tried to get as many as possible into 0.18 already, but have not managed to get all of them in. So moving forward I will post a couple of smaller updates on a week to week basis, so that these fixes get implemented as soon as possible. Among the fixes that will be going in starting next week: - Click and drag for building placement. - Sound effects volume adjustments as well as a few minor fixes (where there are specific sounds missing for example). - Untranslated words in French, Spanish, German and Russian localisation. - Additional controls options and a few control tweaks. - Descriptions of modifiers/crates. - An intermediate tutorial. In these more frequent updates I will also be expanding the advisor and citizen rep systems that will be added in with tomorrow's update. These systems will improve the flow of information to the player about issues to adress in the city. The additions made over the upcoming few weeks will mainly be aimed at adding more information that is displayed to the player. I estimate the above mentioned improvements will be added in over the coming 3 weeks, after which I will return to the intended update schedule of updates every other week with focus especially on expanding the late game and adding a handful of new buildings and resources. / Nick
Hello!
Long time no log! Aside from holidays taking up time, I've been under the weather for much of the past two weeks, but it's finally getting better. Devlogs will now be back on a weekly basis.
The next version of the game, 0.18, will be going live next sunday (the 19th). This is a bit later than I had planned at first, and due to my recent bout of illness. Moving forward beyond that version, I'm hoping to get back to more regular updates and will be taking some time off of my day job to allow for more dev time.
In the upcoming version, a few completely new systems will be introduced. They will not be fully finished, but usable and active.
First off, local area effects will be added. The current effects are: Crime, education, fire safety, health, pollution and wealth. These effects will work in tandem with the building requirements, but overall, the number of required nearby buildings to grow a dense city will be fewer. For example. Buildings will no longer require nearby clinics, police departments and fire departments. Instead, a densely packed area will get less fire safety and thus over time require a fire department to improve the situation. All these effects are calculated in sum, and if a building is in a polluted area with high crime and no fire safety etc, then it incurrs a 20% effeciency penalty (might change over time).
Each building, when built, gets local area effect nodes around it. Each building adds or subtracts the local area effect, for example crime. If an area is dense, then a lot of crime is added. Each building then gets an average of each node's values. Below is an image of buildings negatively affected by nearby pollution.
I've also started adding citizen representatives. These are a sample of citizens from your city. Currently you can only see their stats and view their home and place of work. In future versions they will provide you with information about their neighborhoods so that you can tweak them and improve them. They will essentially advice you about local area effects and give advice on policies that affect them negatively.
Advisors will also be added in with version 0.18. Currently, their topics of advice are rather limited, but over time I will add more and more into it and they should be able to provide players with a lot of information about issues in the city. Unlike the citizen representatives, their main focus is city wide rather than local, and they will be geared more towards optimizing the entirety of the city and maximizing ouput.
Currently there's only a placeholder image for the avatars, but there will be actual images of advisors and citizen reps once I have a good idea of what kind of style I'm going for. Any ideas? Shoot!
The winter theme will also be shifted out, so now we're going back to the usual spring/summer theme. In future version, the seasonal themes will be toggleable in game.
That's it for this week!
Hello everyone!
I had intended on posting a devlog today with some of the changes going into version 0.18 of the game. I've sadly come down with the cold from hell, so it will be a few more days before I can get around to posting it. Hope you all understand!
I'll just post a fitting image of a clinic and medicine production plant in the mean time:
/ Nick
Happy new year everyone!
2019 was a good year, here's to 2020 being even better! Big Atmocity things on the horizon!
/ Nick
Hello!
This entry will be a short one as progress has been slow this past week and holidays are just around the corner!
Im currently working on some optimizations for when cities have grown into a fairly large size. Im going to create a short cut of sorts for when buildings need to find a road to attach to when they grow as this has been a source of sporadic slow down. Ive also started implementing cross fading between lods, which means Ive been able to lower the distance for the first LOD without visable pop-in etc. Im hoping to be able to quickly add a distance LOD so that the city sky line will show even at very long distances (right now the city fades out when the camera is far away).
Ive started reworking the post processing stack a bit for optimization purposes as well as lighting for visibility purposes. The main purpose with the latter being to have the entirety of the city properly lit, regardless of whether it is built on the underside or upside.
Since the last update, the policy system is now rigged for continued implementation, meaning I can now start adding in the edge case political systems, starting with communism and laissez faire capitalism, as these are the most tricky ones that require reworking parts of the underlying systems in the game. More on this will follow in the next devlog.
In the next update, I will have fixed the missing translations as well as adding more tutorials. I also hope to start getting both citizen reps and advisors in. Advisors are just your team that will help you out in different scenarios. Citizen reps are citizens you will be able to follow and who will give you their take on how the city is doing.
As mentioned, this was a short entry. Next devlog will be up on the first sunday of next year (in roughly two weeks)! Happy holidays!
Hello,
I'll be posting a brief update on the current developments tomorrow. After that, the next dev log will follow on the first sunday next year (January fifth). Development will be ongoing after christmas, but sporadic.
/ Nick
Hello!
0.17 is live and features a host of new features and fixes. The crash bug mentioned yesterday should now hopefully be fixed. Here's the changelog since 0.16:
New major features:
- New challenge levels added.
- Added new family and social policies. Some policies have also been moved to more fitting categories.
- Tea, coffee and cocoa farms added. Beverage processing plant added.
New minor features:
- Econopedia now features what policies affect specific entries such as health, education etc.
- Discrete policies now display icon for corresponding political direction.
- Policy window spruced up a bit.
- Removed building placement constraint near atmosphere. Now, if a block has been placed, a building can be placed on top of it.
- Number of max trades increased to 50 sales and 50 purchases with Customs house. Without, only 5 each.
- Added notice for when building materials are running out and a zone wants to grow.
- Atmoports now have a maxcapacity (100k citizens or 20 active trades). Once reached, population growth will slow down.
- Because it takes a while to initialize resource prices and demand curves, there's now a loading sequence when opening the trade panel after loading the city. This is to prevent starting a trade when the price is zero (which makes the commission zero).
- Resource demand values and prices are now saved.
Balance tweaks:
- Goods ticket demands lowered.
- Increased health production in clinics and hospitals slightly.
- Discrete policy selection locked until a city hall is built.
- Importance of trade increased by increased cost (more revenue on sale, more expensive to purchase).
- Currency value now properly affects trade prices. High value currency means its cheaper to buy, but less revenue is made selling. Low currency value means it's more profitable to sell, but expensive to buy. Since the currency initially is usually weak, this means it's more profitable to make the resources needed rather than buy. Over time as the city grows and the currency can be strengthened, the more viable it becomes to provide resources through long time trading contracts.
- Nano structs now required for top density of buildings.
- Rebalanced pricing, and output of all production buildings.
- World limits expanded slightly, to allow building closer to the atmosphere
- Early building roster now has slightly lower upkeep.
- Warehouse capacity lowered.
- Certain policies now affect research.
- Happiness tweaked.
- Residents now demand tea, coffee, cocoa and processed drinks!
Major bug fixes:
- Issue with buildings sometimes not registering base efficiency fixed (occured sometimes when buildings were placed near a long straight road).
Minor bug fixes:
- Cars now deregister properly when a road is demolished.
- Fixed issue where vehicles would sometimes shortcut through roads instead of leaping off the edge when switching planes.
- Cars update home nodes on a thread to avoid them bogging down the main thread.
- Fixed bug where destroying bridges would leave the road tiles intact.
- Fixed issue where bridges would sometimes not register roads placed in 90 degree angle relative to the bridge's roadtiles.
- Tweaked bridges and allowing roads to be built properly beneath bridges.
- Fixed credit icon on goods tickets.
- Health policy now adds health production from clinics and hospitals as expected.
- Education policy now adds education production from schools etc. as expected.
- Destruct icon for super absorbent fixed.
- Resource separator is no longer affected by boom/bust cycle.
- Recycling center and resource separator now consumer prioritized, meaning these buildings use resources before other buildings. This prevents trash management to not be stopped when there's a lack of labour.
- Fixed case where amount remaining in tradepanel would display negative values.
- Fixed bug where sometimes starting a trade would not directly display the new trade item in the trade panel.
- Fixed gloss and normal maps for a handful of building footprints.
- Fix for building vicinity bug where buildings would sometimes not properly deregister a nearby building when it has been demolished.
- Fixed seldomly occuring null-ref error when demolishing a building while road network IDs are being assigned.
Performance fixes:
- Optimized vehicle position retrieval, estimated sevenfold performance improvement for cars (from 1,4ms per frame to 0.2ms).
Other:
- Autoexposure dropped.
- Global time tick speed decreased slightly.
- A number of new policies have been added, forcing a redesign of the policy system. This means cities with policies enabled and saved will be loaded with incorrect policies enabled.
- Tweaked post processing stack slightly to avoid bloom triggering by sky.
- Spruced up farm buildings.
Overall, this version should be substantially more stable and less glitchy than earlier versions. It provides me with a good base to continue building on the policy system and continue adding new features. As for the road map, I've still got some catching up to do, but this version crosses a few items off the list. Remaining items are ongoing as of this version and should make it into the update early/mid January 2020, after which a new road map will be published.
As mentioned in prior posts, this version features a full ten challenge levels. Further challenges will be added once more systems get finished so that the challenges can make proper use of these.
Food production now features coffee, tea and cocoa as well as processed drinks. These items have also been added into the demands of residences and come into play around the second to third density for each building. Drinks are a slight bit more costly to produce, but less is required to keep residents happy. Aside from new farms, the existing farms have also gotten a slight face lift.
Trade and policy has been more stable. Several annoying glitches relating to trade and issuing trade have been fixed. The number of active trades now tops at 5 sales and 5 purchases when there's no customs house. Once one is built, 10 sales and 10 purchases can be made at the same time with one Atmoport. Building more ports allows more goods to enter and exit the city. To check the available capacity, Atmoports now have an efficiency indicator in the building information panel.
Policy costs and effects have been tweaked further, and several new ones have been added. Along with this, revenue from taxes and funding costs have been changed a bit as well.
For a limited time, over xmas, the game will be winter themed. Eventually I will add seasons into the game properly, and allowing them to either shift naturally via in game time or system time.
Lastly, there's been a number of fixes to glitchy traffic. There's still some tweaking left to do, but there should no longer be mass spawning of vehicles or masses of vehicles going off-road.
Hello! I've had to postpone the release of 0.17 due to a last minute bug fix (crash bug, so it needs to be fixed). The update will be live tomorrow instead. :) / Nick
Hello!
This entry will be rather short, as I'm battling the cold of the decade.
Next weekend, the 0.17 version of the game will go live. This version mixes optimization, bug fixes and new features. Primarily it features a finalization of the base set of policies (more will be added later on, but there are now enough for continued development). This means, there is now a foundation on which to build the implementation of edge cases that I have advertised earlier. When policy has been pushed far enough in one direction, it will allow players to enable specific political ideologies that come with some bonuses and penalties and will offer up new playing styles.
The newly added policy features a bunch of family life and social policies:
To illustrate where a political ideology can be adopted, here is where enough progressive policy has been enacted to (once it's implemented) enable socialism:
Implementing the ideologies will take quite a lot of time, since they affect base systems quite a bit and will require specific balancing, but I'm hoping at least one or two (ie, communism and laissez faire capitalism) will make it in this year.
This version will also feature a lot of tweaking of production, costs and consumtion. Resource demand has been tweaked, and goods ticket costs are now much lower, making them more viable to gain rewards. The customs house now also enables not only long term trade items, but also increases the maximum amount of concurrent trades (currently set to 30, but will be 10 without customs house and 100 with).
There have been some sporadic issues with buildings not properly registering/deregistering when a nearby good/bad building has been demolished. This is now fixed. Also fixed is building roads under bridges. Vehicle behaviour is now less erratic when demolishing roads and vehicles properly reset to home position when they are out of view.
Challenges are being added in as well. In this version, there will be 10 challenges. This also marks the last challenges added for quite a while. I will hold off on adding more until policies have been expanded further, to allow for challenges that make use of these features.
Next week, if I'm well enough that is, I'm hoping to add the coffee, cocoa, tea and processed beverages buildings. If they are added, new resources will added to the building resource demands. These drinks will be required to grow buildings from density 2 to 3 and up. Another education building will also make it in hopefully, the preschool.
There will also be a need to build additional atmoports once the city is large enough and has resources moving in and out of the city, as Atmoports will be given a max capacity.
Hello!
Work on 0.17 continues. This version will be quite heavy on optimization and bug fixes, as well as additions to the policy side of the game. First off, there will be additional policies to choose from generally. I'm also working towards getting the "extreme" policies in as well. Once a player has moved their position towards to corners of the gal-tan map, this will enable a set of additional policies. If the player moves far enough along a left and authoritarian direction, they will unlock communism and related policies. Right and authoritarian unlocks fascism. Liberal left unlocks social libertarian and liberal right unlock laissez faire capitalism. Implementing these will be gradual since they have rather significant effects on some of the core systems in the game.
In the move towards these new additions I've started clarifying the role of different policies in the econopedia further:
As new policy is added, the info in the econopedia will grow as well. Similarly, the policy selection UI has been updated. To make it easier to navigate I've added a menu structure, so that items that are of no interest can be hidden away. I've also added the policy's political direction to help guide the player how the policy affects the position on the political map. Along with a slew of new tutorials being added in the upcoming few updates, policy and policy implications will be a theme for a tutorial as well.
I've continued working on traffic, fixing both performance and glitching. I've all but fixed the issue of cars shortcutting to off locations when roads are demolished. Cars resetting now also fetch their locations via a thread, further improving traffic performance.
I've also managed to get health and education policies incorporated into the building information display, so that the effects of establishing a specific policy is more apparent. I've also increased the effects of these policies quite a bit and made additional adjustments to costs.
In the upcoming version, I hope to catch up on adding challenge levels. Hopefully I can have a solid 10 challenges in the game. The last two additions are quite difficult, which should offset the simpler challenge levels added earlier on.
The next version should be live december 15th, which is a bit later than I had hoped. This is due to the heavy work load recently, but given solid dev time in the upcoming two weeks there should be a solid version ready.
Hello!
Another slightly delayed devlog, due to running out of time to do a write-up yesterday.
The past week, progress has been slow as I'm finishing up some remaining work at my day job. After this week, I will return to my previous position, which means more normal working hours and a more normal work load which will mean more dev time.
I've primarily fixed minor bugs and performance issues and continued working on the political map and policies. I've also added another challenge level, seen below.
I'm in the process of adding information on what policy affects what into the econopedia. Here you will also be able to see how each policy affects your position on the political map.
I've been polishing traffic further, and am working on a shortcut for when a building registers a road tile as it's road connection tile. This is needed to speed this process up when a city has many registered road tiles (ie, in a big city). The performance hit currently isn't huge, but a fix is still required to be able to increase the maximum atmosphere size.
I've also continued work to fix traffic from glitching out. There is currently an issue where if a road is destroyed, traffic will still spawn from that point and shortcut to a specific road tile. Hopefully I have a fix for this going now.
In the upcoming version 0.17, I'm hoping to have added some additional policies and also added locking conditions for some of them, so that some can only be enabled once certain buildings have been placed. After that, I will start adding policies that are only enabled once a player reaches edge cases, such as communism and laissez faire capitalism.
More information on what will go into 0.17 and the prospective release date will follow later this week
Hello!
Version 0.16 will be live fairly soon. The changes compared to 0.15 are:
Changelog V0.15 -> V0.16
Halloween has come and gone! The pumpkin props have now been put back into storage.
Major features:
- New challenge added.
- Political position map added. This will be expanded upon over time as new policies are added.
- Cocoa, coffee, tea and processed drinks resources added. These cannot currently be grown/manufactured, this will be added in upcoming versions along with adding these into the citizen demands.
- Inflation now implemented. When there is no national bank, inflation will fluctuate more and affect wages more. Once the national bank is built, an inflation targeting mode is automatically applied (other modes will be added in the future) allowing players to set rates to combat inflation and get stable wages. The system will be tweaked over time as more things are added.
- Canals removed from transportation menu. This has not been active since the early alpha. Once the water blocks are implemented, the canals would be out of date anyway.
Minor features:
- Added challenge difficulty indicators in the main menu.
- Input/output chapter of econopedia finished.
- Particle effects turn off when a building is turned off.
- Autorate mode added in bonds and currency panel. This will automatically target 2% inflation. It allows players to not have to micromanage inflation levels.
Balancing:
- Carbon added as starting resource in free roam.
- Carbon added as starting resource in all campaign levels. This was necessary since carbon was made a vital resource for the carbon power plant (otherwise it forces an import of carbon before the city can start growing).
- Financial transactions tax was based on services available AFTER consumption, making it zero if all services were consumed. Now it's based on total services produced.
- Financial transactions tax revenue increased.
- Waste calculation adjusted.
- Tax revenues (res, com, ind) adjusted.
- Wage formation adjusted (this affects residential tax revenue as well).
- Trade yields increased. This is a response to move revenue creation from taxes and promote more trade. Trade commisions also increased.
- Cost of a large set of policies adjusted down. Effects have also been adjusted.
Major bug fixes:
- Fix for research effects not being incorporated in building info.
- Fix for cars behaving oddly.
- Fixed vactrains not showing up when loading a city.
- Added fix for buildings sometimes spamming new connections to roads although they already have one. This improves performance when buildings grow in large cities. There will be more of a performance improvement added to this in the next update.
- Cars now get removed properly when home building is destroyed.
- Fix for trade sometimes not registering.
- Fixed issue with completed challenge levels sometimes writing to number of finished campaign levels.
Minor bug fixes:
- Fixed issues with challenge/campaign trade objectives.
- Fixed challenge/campaign trade value being summed up incorrectly.
- Fixed incorrect on click sound for forestry.
- Fix for research progress bar bugging out when high skilled labour is completely missing.
- Fix for bug where bridges could be built under water.
- Avenues now can't be built over already existing avenues.
- Added destruct holograms for downward/upward vactrack bends.
- Fixed roads not getting street lights when built next to residences etc.
- Fix for roads not displaying street lights on load.
- Fix for double foundations being placed at start.
- Tool tips in trade panel fixed.
- Currency value and inflation value now saved properly.
Other:
- Resource requirement calculation optimized (this runs on a thread so it doesn't make performance better, but prevents issues of values not being calculated in time when the city is large).
- Resource calculation thread made safer. Should now be more stable and not register flickery values.
- SSAA and atmospheric scattering updated. This should improve performance.
- Updated Unity to version 2019.2.
As can be seen, yet again, a lot of time has been spent fixing bugs, improving peformance and adjusting balancing- This is mostly by choice, but also due to a very high work load at the moment. Meaning it has been difficult to find time to properly implement new features. Luckily my current day time job contract is coming to an end, after which my work load will be more normal and I will be able to catch up on items that have been delayed. I still project that I will catch up on the delayed feature additions in december and that the new road map will be live mid to late december.
As for what is in this version specifically:
We see the addition of a food more food resources - cocoa, coffee, tea and processed drinks. These will complement the current cereal, legume, fruit and processed food resources. These will come into play o get buildings to grow to the third or fourth density. Currently the resources are tradable, but not actually used by residents and they cannot be produced. Production facilities will come in the upcoming few versions. Once production facilities are in, the demand trees will be modified so that residents will start demanding the resources.
I've also started adding the political position map. This shows players where they are positioned on a gal-tan map according to the policy currently implemented in the city. This takes into account tax levels and policies selected in the policy panel. This will be built upon further and lead up to the implementation of "edge" political cases such as communism and laissez faire capitalism.
This version features a tonne of adjustments of tax revenue etc. First of all, revenue from residents has been lowered slightly and is now fully relative to wage levels. Wages are affected by inflation, so if you run a city with high inflation, wages will drop in real value, meaning tax revenue drops too. Currently there is no hyper inflation or similar. Instead inflation is clamped to max 15%. Commercial and industrial taxes have been tweaked as well but are not affected by wage levels (except industry and commerce will run at lower efficiency when wages are very high).
Costs and effects of policy have also been changed. Mainly health and education policies have been changed, lowering costs and increasing their effects.
Financial tax and wealth tax revenue has been increased a bit and trade yields and commision have been increased (by quite a lot). This way trade becomes a more viable method to combat deficits.
To simplify the early game, carbon has been added as a starting resource on every campaign level and free roam level.
There have also been a fair amount of bug fixes, some major fixes and some minor. A bigger fix is that "flickering" values should now be a thing of the past, since the entire calculation thread has been made more solid. I've also managed to speed this thread up significantly which prevents value update ticks from being stalled when they wait for the thread to complete, which was the case in my current large test city.
Hello,
Missed yesterday's planned devlog because I was on the road. Upcoming devlogs should be posted on sundays as usual.
Work on systems continues, so like before, images this week are a bit random.
For the update due live on sunday, the game will have been moved to the latest version of Unity to allow an upgrade of SSAA and atmospheric scattering. This means there are some performance benefits in the upcoming version.
I've also worked on some other optimizations, among them when vehicles get the position of the next road node. There's still more work required to get this up and running fully, but it's getting closer to being finished. I've also attempted to fix an issue with buildings checking their connections when the city is loaded. Doing so when the city is large bogs down the game quite a lot but briefly. I'm trying out a fix for this, but the drawback is that it takes longer for connections to get set up. Hopefully I will find a good balance for this for the update.
I've also worked on the connectivity and calculation threads. I discovered that the calculation thread specifically was getting very slow on my current large scale build. A city of 150k citizens was clocking in at 300 ms, which gets too close to the calculation cycle time when the game is running at 8x speed. Luckily I have found fixes for these issues and now the same calculation cycle runs in 20 ms. I've also improved how the results of the connectivity and calculation threads are handled. There has been an issue where values have flickered at times, this was due to some values being modified in a thread, while also being used outside. This has now been properly adressed, and there should not be issues with this anymore.
I've continued work on inflation, and for starters only two simulation modes will be added. One is the default "no monetary policy" setting that the city will run with if there is no national bank. When a national bank is built, this will switch to inflation targeting. I'm still working on the ability to auto set rates to compensate for inflation and to keep inflation stable. This will be important because inflation now properly affects wages negatively, which means you get lower tax revenue from citizens. There's still work left to do, but it should be ready for the update and then tweaked in versions afterwards.
I've also gotten water blocks going. Unfortunatly it's not certain I can get these finished for the update, since they are proving a bit more difficult than first expected. There's also a performance issue in the water shader I had intended to use, so I will have to write a new one or modify the one I have, which will take time. It should all be finished fairly soon though - fingers crossed.
Hello!
Devlog is a day late because I ran out of time to write up the log yesterday. Anyhow..
The past week was pretty code heavy, so images in the post are random shots from the test build I have going currently. It's a city of 150k citizens. I use this city to test performance at larger scale.
There are a few issues that I have found, and managed to incorporate into the update posted on saturday. One such issue is that buildings, when a city grows, would sometimes spam new vehicles and not removing them correctly when buildings grew. This would cause massive amounts of cars with poorer performance as a result. Another performance issues found and that will be fixed for the upcoming 0.16 version, is that buildings registering road connections gets rather slow when a city is of this size. I've managed to improve performance a bit in the saturday update by removing unnecessary connections being made at times. More work is required though.
I've also managed to find some obscure issues, among them the calculation for the financial transactions tax being based on services available AFTER consumption rather than before. This tax was also not generating enough revenue.
Progress in adding new features last week was unfortunatly quite slow. The main new feature I'm working on is the addition of water blocks to allow for building water ways and adding lakes. Currently, there is nothing to show here as only the code has been written and I'm still at the boxing stage. But hopefully this will be available in the 0.16 release, if not, it will be in the version after.
In the saturday update I did manage to get a new challenge added. This one is a bit easier than the previous ones, but still does require quite a bit of planning.
As for the 0.16 version, it will be available sunday the 17th of november!
Hello! In preparation for some feature additions in the next version, I've decided to upload some fixes to the game first. Most of these are minor in nature, fixing visual glitches, but there are also some performance related fixes in there. Primarily preventing cars from being spammed into the city and similar issues. I've also added a new challenge and few other small features. The full list of changes: - New challenge added. - Added challenge difficulty indicators in the main menu. - Input/output chapter of econopedia finished. - Carbon added as starting resource in free roam. - Fixed issues with challenge/campaign trade objectives. - Fixed challenge/campaign trade value being summed up incorrectly. - Fixed incorrect on click sound for forestry. - Fix for cars behaving oddly. - Fixed vactrains not showing up when loading a city. - Added fix for buildings sometimes spamming new connections to roads although they already have one. This improves performance when buildings grow in large cities. There will be more of a performance improvement added to this in the next update. - Cars now get removed properly when home building is destroyed. - Added destruct holograms for downward/upward vactrack bends. - Avenues now can't be built over already existing avenues. - Fixed roads not getting street lights when built next to residences etc. The next version of the game should be up november 17th. This version will have a first iteration of inflation implemented. I also plan on rolling out further policy related changes, among them a map that shows where you are in terms of left/right and liberal/authoritarian. Initially this map won't show huge shifts towards any of the edge cases, but as more policy is added into the game and as the laissez faire and communism features are added, you'll be able to reach political edge cases. In the next version I will also have updated Unity and a few of the graphical assets used, hopefully there can be some minor performance gains there as well as better functionality of atmospheric scattering on Mac and Linux (no promises though). Lastly, since recently, the latest version of iOS requires software to be notarized. I'm currently looking into this process and should have it sorted by the next version or the one after. / Dispersing Minds
Hello!
Version 0.15 is live and in it, fall has finally arrived to the floating cities of Atmocity!
Aside from the fall theme, this version fixes a bunch of performance issues and bugs, but also adds the final set of buildings planned for the initial stage of the Early access period. On the subject of plans, I am slightly behind on the road map, primarily due to adding QoL-improvements from requests, but also due to certain aspects of planned system additions being slightly trickier than expected. I expect to make up for the delays in december, when the overall work load is lower. All in all, the roadmap for 2019 should be completed along with a bunch of unplanned feature additions.
So what is new and fixed in 0.15?
New major features:
- Second density for medium scale commercial zones added.
- New challenge level added - new challenges will be added in more frequently moving forward.
- Additional tutorial added - basic production.
- Additional policy added - Financial stability. Includes universal basic income, fraud monitoring among others.
- Wealth and financial transactions taxes added.
- Planar movement mode added. This keeps the forward/backwards movement aligned to the height the camera is currently on. This is on by default, so if you are used to the relative movement scheme, this can be changed in the controls options.
- Offers/demands/bribes are now monitored for a while so that a tax or policy can't be changed directly after accepting them. If tax is raised after accepting a demand to lower it, you will incur a happiness penalty.
New small features:
- Production buildings can now be turned off.
- Added vizualisation mode to find unconnected, unpowered, unwatered or disabled buildings.
- Number of available trade slots increased.
- Accepting bribes and getting caught now affects citizen happiness (which causes people to move etc.).
- Pollution generated at 100% efficiency now listed under output in info panel for buildings.
- Icons in building and cost info panels sorted.
- Added loading icon in save/load UI.
- Avenues can now be built to directly replace ordinary roads.
Adjustments:
- Removed high skilled labour requirement for electronics factory.
- Health otput from clinic and hospital increased.
- Service production of medium scale commercial buildings lowered.
- Residential tax revenue adjusted.
- Effect of labour policy lowered.
- Changed road building to always be allowed on blocks, earlier building roads near the edge of the city could be prevented incorrectly.
- Music ducking removed.
- Adjusted the time it takes for industry to adjust production after a resource is missing or after the economyto takes a hit.
- Removed clamping to allow zero production if all inputs are missing.
- Demand curves for individual resources tweaked.
- Unemployment and labour shortage effect on wages tweaked.
Major bug fixes:
- Flickery values and connection issues should now be almost completely resolved.
- Fix for camera jerkiness during fps-dips.
- Building type view fixed.
- Fix for production sometimes being displayed incorrectly in building info panel.
- Fix for certain production buildings working although there is no labour.
Minor bug fixes:
- Fixed Saving text blocking construction.
- Fix for cars stalling.
- Fix for cars "randomly" throwing null refs.
- Changed consumption priority order for absorbent and lots to prevent deadlocking when water or electricity production is low.
- Fixed hide HUD icon being hidden when enabling HUD with escape button.
- Sell/purchase buttons now locked when reached the max amount of trade contracts.
- Fixed notice on hover text getting stuck halfway.
- Size of colliders for medium scale residential lots adjusted.
- Size of colliders for full scale residential lots adjusted.
- Collider position of density 2 of medium scale residences fixed.
- Collider issue for parks and plaza fixed preventing overlapping placement.
- Fixed issue where rotating buildings would sometimes cause a slight clip in building footprint.
- Fix null ref error occuring when destroying Correctional center.
- Fix for missing texture on medium scale high tech industry building.
- Fix for roads not compiling properly on loading city with only roads.
- Global happiness, happiness penalties and conglomerate embargos are now saved properly.
- Fix for tax revenue "sticking" even if production seizes in goods industry.
- Employment numbers clamped to -100% to 100%.
- Unemployment insurance welfare system can no longer generate income (of course!).
Known issues:
Vehicles sometimes taking shortcuts and spam spawning. Visual glitch only, this will be fixed in the next update along with a bigger traffic optimization.
As can be seen, there's a heavy focus on addressing issues. Some of the issues fixed arose after optimizing the connection system. There have also been some calculation errors and issues with displaying the correct amount of production under certain circumstances. These should hopefully be a thing of the past now.
Of the new features, the medium scale, second density commercial buildings are one. Another is the addition of new taxes and policies and a bunch of tweaks to tax revenue and policy costs.
Most notably, residential tax revenue has been tweaked a bit (down) to accomodate changes made in how wage levels are calculated (should generally be higher now, meaning more tax revenue). The newly added wealth and financial transactions taxes can also be used to gain additional revenue when finances are tight.
In line with requests, I've also added another movement mode refered to as "planar movement". This moves the camera forward/backward along the horizontal axis, instead of moving it relative to camera rotation. There's now also a basic production tutorial and a new challenge level.
Production and commercial buildings have now been changed to require labour input. Before, some production of goods and services would still occur even if there was no labour available, but now these buildings must have at least some labour to function properly. Logic being that you wouldn't get your hair cut with no barber or taxes done with no accountant.
Among the smaller QoL additions in this version, there's the ability to turn certain production buildings off. There's also a building status view to check for unconnected, unpowered, unwatered or disabled buildings.
There's also been quite a few optimizations done to avoid stuttery framerates (which sometimes was an issue when building stuff or when buildings grew).
Hello!
This week has seen a mix of optimizations, bug fixes and additional features.
First off, the second density for medium scaled commercial zones is now finished complete:
I've continued work on inflation, currency and wages, finishing up on the UI implementation and additional functionality. There's still some ways to go, but it should be ready for next week's update to version 0.15.
I've also put more work into the demand functions of individual resources to add more variation between resources within the same group.
With the complete implementation of wages, currency and wages, there will now be a few extra policies added. Among them universal basic income and fraud monitoring. I have also added two new taxes - wealth tax and financial transfers tax. Since these two taxes will add additional routes for the player to add to the city revenues, residential tax revenue will be adjusted down a bit, specifically for middle and upper class residents.
I've continued working on camera movement, and have now added a planar movement option. This means that pushing forward/backward will move the camera over the current plane instead of relative to the camera rotation. This means that the camera remains stable in height. To lower and raise the camera, the player can either pan using the mouse or use keyboard inputs. Overall I find this new movement mode works very well.
Lastly, there have been a bunch of building connection fixes and bugs squished. There full extent of these fixes will be posted next weekend, as the new update is up!
Hello, Another small patch has been set live to fix some issues with building connections. From testing it seems very solid now, with the exception that initial setup takes a bit longer than before, meaning there may be a prolonged prompt about missing warehouses. This will be adressed in 0.15 due for release next weekend. / Dispersing Minds
Hello! The latest version fixed a lot of things, but unfortunatly also broke quite a few things. I've adressed the newly introduced issues and am building the game for upload soon. Fixes: - Emergency loan not being granted fixed. - Research not loading fixed. - Colliders for parks, plazas, city hall and clinics fixed. - No money generated from residents, fixed. I apologize for the inconvenience. / Dispersing Minds
Hello! Here is the changelog for the most recent version. Do note persistent issues with traffic, these are visual only but will hopefully be addressed by the next version. Features: - New challenge added! - Medium sized residences now have a secone density! - Happiness calculation changed. Wagelevel affects happiness as does currency value and crime levels. Tax rates and education effect on happiness has been lowered a bit and health effect increased slightly. Major bugfixes: - (Mac) City loading issue fixed. - Bug where cars extra cars would spawn fixed. - Null reference error when cars update road networks fixed. - Final fix for buildings not registering nearby good/bad neighbors properly. - Major performance improvement when buildings check for nearby good/bad neighbors. This also improves city loading time, performance when demolishing buildings (especially many at a time) and lowers FPS drops during play when buildings grow. - More polish on building connection to roads not always working. It should be up and running in a stable way now. Minor bugfixes: - Missing building description fixed - resource separator. - Efficiency bug for industry and commerce fixed. - Water texture for fountains, absorbent and water treatment plant fixed. - Polished up entry display in the loading/saving window. - Fixed list display option in loading/saving window not being saved. - Adjusted size of buildings to allow closer construction in corners. - Added prompt when finishing movement tutorial. Known issues: "Flickery" values and odd traffic behaviour (usually cars stalling). These issues are visual only, but will be addressed in the upcoming version. There might also be false notices of missing warehouses/atmoports, this is because of messages being sent before building have finished connecting to a road network. Also, new challenge has no icon of its own (d'oh!)!
Hello!
The new build will be up soon! Like the previous two weeks, I have focused most of the time this week on fixing recurring issues with performance and also bugs, but I have also managed to get the second density of mid scale residentials in:
This is the maximum density for the mid scale residential zones. They generally demand less utilities and aren't as demanding when it comes to nearby buildings like parks, schools and clinics, so they can be a good way to fill out narrow areas with little room for anything else.
The above image shows the low, lower mid and mid tiers mixed in with some full scale buildings.
On the performance side of things, I've finally managed to resolve the bug that caused major slowdown when buildings grow and in particular when many buildings are destroyed at once. One of the issues was checking for nearby buildings. Way back, all buildings were on the same layer, so buildings were fetched and then the type was tested. If a residential building was next to an industrial building, it would get an efficiency penalty (fewer residents). Over time, buildings have been separated to several layers, but all layers have still been checked. However, residential and commercial buildings (for example), never need to check for other residential or commercial buildings. So depending on the type of building performing the vicinity check, layers are adapted so only relevant buildings are checked. This speeds things up dramatically, as fewer colliders need to be checked.
Also, this is all now performed with NonAlloc, to speed things up further.
Another improvement using NonAlloc, is when buildings have either been placed, or grown. When checking for a nearby road tile to "attach" to, buildings now use NonAlloc, preventing FPS-hickups further.
There's also been a recurring issue with buildings registering a nearby "bad" building, despite there not being one. This should now have been fixed completely.
I've also tweaked economy and found a few areas of optimization. In doing so I also found an issue where, specifically industry, could get efficiency levels that were too low and also too high (in the range of 6 to 300%). This has now been fixed and industry will rarely go below 60% unless an input (water, power or labour) is missing. Further tweaks to economy will be done in the upcoming version.
I've also fixed a bug where loading cities was bugged out on Mac, and while doing so also found a null ref that was fixed on Mac as well.
As for overall progress, I am slightly behind on inflation, currency and wages, due to a heavy focus on bug hunting and optimization. I do think, however, that I will be all but caught up come next update!
Hello!
This week marks one year of posting (near) weekly devlogs in this kind of five image + text format! So lots of progress has been made I feel. By this time last year I was working my way towards getting a stable enough build for Dreamhack Winter. I had just cut the block size and started adding roads, the carbon pressurization plant and police station buildings had made it into the game and I was also working on merging blocks to create a shadow casting volume to keep down the amount of shadow casters.
Although there's still a lot to be done in the game, it's nice to see that it has come as far as it has.
The devlog can be seen here for those interested in a blast from the past: https://www.indiedb.com/games/atmocity/news/progress-update-5-atmocity
To update on current matters though. This week has been almost solely focused on squashing bugs and optimizing the game. With the amount of new things added over the past few months, it's been high time to take a step back on feature additions and trying to fix some old and annoying bugs.
Change log:
- City hall building added.
- Halloween prop added. More time specific props will be added over time.
- New vactrack icons.
- Fixed bug where sometimes loading a city from the main menu would stall.
- Fix for bug where roadtiles on bridges would not connect to road network on loaded cities.
- Fix for bug where destructed bridges would leave surrounding road tiles unaffected.
- Fix for bug where buildings would sometimes not connect to roads when loading cities. This might still occur in rare situations.
- Bug where notices would not move out smoothly fixed.
- Fix for building props not being removed correctly when demolishing.
- Further optimization when demolishing several buildings at the same time.
- Minor slowdown from sound stopping when demolishing a building playing an ambient sound fixed.
- Performance when deregistering cars when owner building has been demolished improved.
Known issues: Traffic is being optimized and a few bugs are being ironed out, so there's unexpected behaviour at times.
One issue has been with bridges not registering road tiles properly and messing up buildings registering to a road network. There's still an issue that sometimes buildings will still not connect to a proper road network, but it should be all but fixed now.
Here's an image of my test build, fittingly featuring lots of bridges:
The city hall building has been added. Currently it doesn't do anything except swallow some mid skilled workers, but it will be given a proper function fairly soon. As can be seen in the following images, I've also added a bit of a halloween theme (temporary of course):
Another bug that has been fairly tricky to find a solution to was that sometimes cities would not load, instead the game would freeze on the loading screen. This has finally been fixed. I've also found some sources of performance issues, among them fading out sounds when buildings are demolished and deregistering cars that belong to demolished buildings. These issues are now fully fixed, which cuts down lag when destroying buildings, especially when destroying many at a time. I've also managed to fix the multi destruct bug that was particularly noticable when destroying many mini zones.
Traffic still shows off some odd behaviour, which will be given some time next week. Hopefully I can improve performance further too, although it is pretty performant as is. Next week I will also go back to working on inflation, currency and wages, getting a proper implementation in. This will be a stepping stone towards adding some new policy options and adding more economic management options. Until next time!
Hello, The new version is now live. It improves performance in some of the newer features and adds a few new things. Overall, a small update. - Scrollbar for consumer resources in trade panel was missing - fixed! - Mini commercial zones and industrial zones added. - New zone size selection icon. - New vactrack icons. - Road destruction bug fixed - Fixed bug where buildings would complain about nearby bad buildings when there were none after loading city. - Building information panel should now correctly display produced amounts etc. There might be a few glitches still, since this fix required a lot of changes to underlying systems. - Interest rates can now be set to combat inflation. This is part of an undergoing expansion of the bonds and currency system, so it's rather incomplete atm. More to come!
Hello!
This week's update will be rather brief, as there's not been a whole lot of visible progress. I'm working towards improving performance in some of the newer features as well as fixing some existing bugs.
Among the few new things added are the mini-size commercial zones. So now you can fill in those left over areas with commercial zones. As they won't grow into bigger buildings, they don't provide that many workplaces for your citizens, but they also don't have many demands.
The mini-size industrial buildings have also been added:
The bonds and currency panel is in development still. I've started adding in the option to set interest rates, which affects inflation. Currently, the whole system is still in the works, so it is currently not generally necessary to make adjustments.
With the ongoing development on currency, trading prices are now affected by the value of currency. This means that when the currency value is low, it is expensive to import goods, but beneficial to export. When the currency has a high value, imports will be relatively cheaper, but exports will suffer.
As mentioned, focus this week has been on optimization and bug fixes. A bug that has been around quite some time is that buildings would sometimes not display the correct amount of production. This should now be fixed, and the entire system calculating production and consumption has been optimized and simplified a bit.
Another long lived bug is that buildings would sometimes incorrectly receive a penalty for a nearby bad building when loading cities. This has finally been fixed.
Hello!
Version 0.14 is now live.
Changelog:
Features:
- Trade overhauled. If you had active trades in your save file, then these will disappear. There have been quite a few changes made to the underlying systems (demand, pricing etc.) so there may be glitches!
- Resource demand. Global demand for goods now affect pricing. Global demands are divided into four groups, raw materials, building materials, foods and consumer goods. Demand for each resource follows the group demand, but with a random offset.
- Goods tickets are in. These are bigger orders for resources that give rewards like resources or modifiers.
- Small family homes/businesses/industry implemented.
- Local economy factor added. Ensure that conglomerates are kept happy (don't demolish their buildings, deliver goods via goods tickets and keep taxes on a fair level) to ensure that production of consumer goods and services are kept high.
- First iteration of inflation and currency value added. There will be more additions to this in the upcoming few weeks. Initially it won't affect gameplay much, instead values are fixed. National bank building required to unlock bonds. The UI will see several changes in the upcoming few weeks.
- Corkscrew pieces for vactrack added. Icons will be updated in the next version.
- Because issuing bonds now requires a National bank building (which is available at 10k population) when you reach minuscredits you are allowed one emergency loan to get things going.
UI:
- UI performance increased.
- Open objective panel on start of campaign level.
- Fixed tutorial text panel being offscreen on certain resolutions.
- UI can now be hidden.
- Fix for hint texts for windows being cut off.
- Updated hint texts for trade to accomodate new trade and bonds options.
- Food production tier added to econopedia input/output info.
Minor bugs/glitches/fixes/changes:
- Long term trade bug where resources would not be sold or purchased fixed.
- Fixed missing texture for medium sized industrial building (mid density).
- Spawn conditions changed for crates. Crates only spawn once the city has grown to a specific size.
- Fixed issue with challenge achievement being granted if five campaign levels had been completed (due to loading the wrong data).
- Mid tier industry bug fixed. Lack of firedepartment penalty counted twice.
- Performance when demolishing several buildings at a time improved. More work on this is required.
- Carbon power plant carbon consumption lowered (8 -> 4).
Localisation:
- Brushed up on german achievement localisation.
- Adjusted a few achievement names slightly.
Controls:
- Possible fix for camera moving long distances when there's an FPS hickup. More work will be done on this.
- Reset to default controls option added in optionsmenu (bottom button that says "Allow tilt", reference to the wrong text element, will be fixed for the next update).
- Fix for camera jerkiness and spinning out of control when looking straight up or down when tilt i disabled (which it is by default).
Tutorials:
- Updated movement tutorial.
- Added basic production into the humble beginnings tutorial.
Other:
- Reverted to TAA from SMAA.
- Goods requirements for schools dropped.
- Base trade prices increased. Resources will cost more, but also allow for greater profits when trading.
- Achievement "Dopey" renamed.
- Added field of view option in options menu.
- Added some atmofleet bling.
The central change of this version is an overhaul of trade. This was initially scheduled for mid october, but it seemed vital to get this implemented earlier to make sense of other upcoming changes (currency, inflation etc.).
Goods tickets are also finally in. Completing these will grant resources and modifiers and also make conglomerates happy, which boosts production for a while. Tweaks in the reward structure will be made over the upcoming few updates.
On the subject of currency and inflation, a first, very early iteration has now been implemented. Currently these additions do not affect gameplay much as the values input are fairly consistent. As such, there shouldn't be any major surprises with stuff like sudden onset of hyper inflation. Since currency and inflation is tied in with bonds, the national bank building is required to unlock bonds. This means it's not possible to loan money in cities with less than 10k population (this is the prereq. for the national bank building). As an extra precaution, an emergency loan is granted to the player once, if credits go below 0.
I've continued working on tutorials and controls. The changes to the controls are mostly to ensure that what is there functions well and behaves the way one might expect. There's been a rotation issue when the camera faces straight up or down that has now been fixed. This should prevent sudden jerkiness and unexpected behaviour.
The tutorials have been expanded to include some more information. The controls tutorial has been cleaned up a bit more and the combination of spinning and panning has been added as a hint. This is a movement option I find is one of the most efficient ways of getting around in the game along with just panning and using WASD.
The Humble beginning tutorial has been given a small building materials tutorial. In one of the upcoming updates in october, I will be adding a more intermediate tutorial that delves deeper into production and other resource and trade related topics.
There are some QoL improvements in this version too, FOV slider, the ability to hide the HUD, being able to reset controls to default (although the I missed the button text element on this one... d'oh!).
I've taken time to also make some minor brush ups here and there. The atmofleets now have some additional bling with trails and particle effects when landing and taking off.
The vactrack system now also has a slightly inclined turn piece that can be used to make cork screw like tracks.
Make sure to take motion sickness pills before getting on this commute.
As can be seen, there are a few items that were initially planned for this version that didn't make it in. The mini commercial and industrial buildings among others. This was a tradeoff for getting the trade overhaul in earlier.
Moving forward, the next few updates will be posted weekly, starting the 29th of september, then october 6th and october 13th. These updates will be smaller, and focused a bit more on consolidating feature additions made up until now. So they will be less feature heavy and more geared towards fixing issues and improving newer features.
Hello!
Work on 0.14 progresses. Quite a few things remain, but a lot of things are falling into place.
As mentioned in last week's log, I was working on adding separate demand functions for each resource.This is now fully implemented. Demand is set in two steps: each group of resources has a demand function. The groups are raw materials, building materials, foods and consumer resources (like eletronics or plastic). These run along a random sin curve similar to how the global economy works. The other step, is that buying and selling large quantities affects demand. There's also a bit of randomness implemented to make things develop independetly on a per resource level.
The demand curves will be able to be toggled on and off (in fact they can be already, but the picture is from before that ). All these things combined, trade can now be part of a player's strategy to make more money.
Goods tickets, which have been mentioned before are also in the works. These are requests for three resources (one from each of the four groups). If you can deliver them in time, you will be given a resource or modifier as a reward. Delivering on them also boosts conglomerate happiness, which boosts output. Here's the trade panel along with one goods ticket (work in progress, thus a bit messy). As can be seen, you can now also add trades that are not timed, so they will run until cancelled.
The mini size zones are also in the works. Industry and residences are now finished. You can now fill those small left over spots with some small single family homes.
I've come across some performance issues, primarily in the new click n drag demolish function. This was a recent discovery, so it has not been fixed yet, but I'm hoping to have it fixed for 0.14.
Other than that, there's a bunch of smaller things done, like the addition of a restore default controls button in the options menu as well as an FOV slider.
In the upcoming week I will be finishing the goods tickets, working on currency, inflation and interest rates for an early implementation of this as well as finishing up the mini sized commercial zones and a bunch of other smaller fixes and additions.
Hello!
Work on the next update is on-going! This update will primarily focus on expanding trade and a basic addition of currency and inflation. In this version, the "mini"-sized zones will also be added. These are single family homes, small business and small industry. They only have one density, so they won't hold many people (4-6 each), but can be used to fill small leftover areas or add variation to bigger neighborhoods.
The trade overhaul is in the works. Mainly, this week I've worked on separating the bonds related functionality from the trade panel. What is currently known as the resource panel has also been added into the trade panel. This should prove more logical once it's finished. Trade and overall resource management will be under one panel, and joining bonds will be currency, currency depreciation and interest rate setting. More on the latter next week.
Trade functionality has also been changed a bit. First, what has been refered to as "direct trade" has been removed. You can no longer buy resources and instantly receive them. Now, you can instead place an order of 500 units of a resource and it will be delivered over time. This, like the direct trade, costs extra. To enable trading contracts, a customs house has to be built. Trading contracts work the same way as before, except you will now be able to set indefinite contracts that expire only when you cancel them. This will allow players to build wealth using trade in a much more natural and less time consuming way.
Trade yields have also been raised. This means you can expect higher costs when purchasing resources, but also higher revenue when selling.
Another feature that is in the works, is that unlike before, each resource will be given its own demand function. Before, the pricing on a resource depended on the global economy and on how much you had traded in recent time. Now, there are four demand functions - raw materials, building materials, foods and consumer goods - that determine the demand of the respective groups. On top of this, a random demand offset will be added to each resource. Like before, the amount you have traded will also affect demand slightly.
Inflation is also making its way into the game. This means cities will now be given its own currency that needs to be managed. Generally, things that are isolated to the city itself will not be affected much by the strength of the currency. Building maintenance costs will remain the same, as will tax revenue. Where the presence of a currency will mostly be evident is in trade, where a strong currency allows you to buy resources cheaply, and a relatively weak currency will be benefitial when exporting. Wages and production output will be affected slightly be the strength of the currency.
Overall, these changes will add a new layer of complexity to the game, but with the additional help documentation I'm working on and after giving it a go, I think most people will find it nifty.
I've also continued work on controls, tutorials and help texts. More on this next week, as well as more on trade and currency.
Hello! I'm hard at work on the 0.14 update and figured I'd reveal some details on it. First of all, I plan to have this version live on the 22nd of September. This is a bit later than the two week intervals that I would like to keep. However, this update will feature quite a bit of new systems work that requires a lot of testing and affects many parts of the game. One such system change is the introduction of currency and inflation. The introduction of a currency means that players will have separate purchase and sales prices for goods when trading due to exchange rates. Currencies need to be managed via the national bank building. Inflation will need to be tracked and controlled. Inflation affects the currency and wages in the city. Wages being affected in turn affect tax revenue. All of this of course requires a lot of testing, so that it doesn't make the early game too difficult or inversely makes the later game too easy. Trade is another targeted area of the game. The trade panels will be overhauled a bit. As mentioned above, there will be separate purchase and sales prices, so this will be added in. Also, you will be able to assign long term trading contracts that don't expire. That way, if you know you have an abundance of concrete (for example), then you can keep on selling it without the contract timing out. Direct trade will be changed a bit too, unlike previously when a resource was missing, you could just open the panel and buy it instantly. This mechanic will be changed so that there is a delay from purchase to arrival of the resource. This is to promote the use of long term contracts. Yields from trade will also be increased a bit. Goods tickets will be making it in this time around. These are more complex trade offers that will grant the player rewards. Work on tutorials will move forward, next up is a tutorial for basic production. I will also move forward with adding more mid sized residential and commercial buildings, as well as the mini buildings discussed in an earlier post. Other than these buildings, the only new addition is a City hall building. There will also be a bunch of smaller fixes, optimizations and additions, but the above is the main focus of the upcoming update! As always, feature requests and bug fixes have priority, so post them in the forum or on Discord. :) / Dispersing Minds
Hello! There was a bug in the long term trading system. This has now been patched! / Dispersing Minds
Hello,
Version 0.13 is uploading! Heres whats new:
New features:
Customs house building -> in the next version this will unlock long term trade.
National bank building -> in the next version this will unlock unlock bonds
Super absorbent. A later stage water production building. More expensive, but produces more water and can be built near pollutant buildings without production penalty.
Side decoration, to spruce up those concrete blocks.
Modifiers implemented. The first batch of modifiers include increased tax revenue, increased production, lowered production costs among others. These are valid for 20 time cycles. Modifiers are saved on a per user basis, so they can be collected in one city and used in another with the exception of super challenges. Building info may be off when mods are activated, this will be fixed in the next version.
First challenge added. Challenges are tricky scenarios that will require a lot of planning and skill to complete.
Visual:
Day/Night cycle adjusted to hide some of the TAA ghosting.
Construction:
Temporary blocks now autodestruct also in paused mode.
Temporary blocks can be demolished.
Parks and decorations were missing prices fixed.
Controls:
Rotation can now be performed on either mouse or keyboard, rebindable in the options menu.
Fixed issue of accidentally anchoring to buildings when rotating view.
UI:
Crates now display icon of reward.
Added background to text in upper stats bar to increase contrast and readability.
Tidied up the controls tutorial and added a few more control items to it.
Objectives are now hidden when using visibility modes. Unhidden when opening panels.
UI panels location moved.
Other:
Two new achievements, found crates and challenges finished (this one cant be done yet, as there are not enough challenges atm, but soon!).
Increased zones road reach slightly, allowing small scale zones to be packed more densely.
Increased number of active trade sales/purchases from 5 to 20 each.
Electronics plant production yield increased.
Tweaked density check that allows buildings to grow to the next density.
New basic building practice tutorial humble beginnings. Practice makes perfect tutorial will be back in the next update, but then as a more in depth tutorial.
Objective skip bug in campaign fixed.
As can be seen, goods tickets were not implemented this version. This is due to prioritising further tutorial improvements and additions based on feedback. They should be in with the next version.
The major additions this time around are challenges. Currently only one challenge has been added. Challenges are tricky scenarios, similar to the campaign levels, but way more difficult. Often they require some clever solutions both in terms of policy to make money and maximizing the space available.
On the subject of tutorials, the old basic tutorial has been replaced with a simpler one that is more direct in how to get a city going. For the next version, another more in depth tutorial will be added too.
I continue to tweak controls and systems. This week Ive changed the anchoring mechanic, as well as adding camera rotation to the keyboard as well. Ive noticed that most movements can be performed with WASD and panning and rotation with the mouse, which will be added into the movement tutorial as well as a hint.
There is now also a later stage water production building. Its more expensive, but produces more water and can be placed in dirty industrial areas with no penalty.
The next version, 0.14, will not add as many new features, but rather focus on changing things that are already in the game. Primarily the trade mechanic, which will be expanded quite a bit, and there will be an addition of timed delay when trading directly as well as a purchase/sales price that later on will depend on the strength of your currency.
There will also be a focus on optimization of systems, old and new. As well as fixing minor bugs and issues that Ive noticed.
Hello!
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.
Mini zones. These are even smaller footprint versions for residential, commercial and industrial zones:
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.
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.
/ Dispersing Minds
Hello! The next version of the game is scheduled for release in two weeks, on the 1st of september. Here's what is planned: - Autobenchmark option - City hall building - Customs house building -> unlocks long term trade - National bank building -> unlocks bonds - More work on tutorials - Additional Help texts - Modifiers - Will be found in crates around the city. Will include stuff like "+25% food production" or "+10% tax revenue". - UI work for crates. - Goods tickets - Side decoration - to be able to hide the concrete foundations a bit. - First super challenge. Super challenges are tricky scenarios that will require a lot of planning and skill to complete. If there's anything else that you feel would be good to implement in this version, write a note in the topics in the forum, or join the Discord! / Dispersing Minds
Hello,
The latest build will be live in a bit! It features a bunch of additional features, some QoL improvements, UI fixes and some other things.
In the retromode, there's now an alternate version of the windfarm that can be built in the sea. Similarly, there's now also a wave power plant.
In the retro mode, the research for the centrifugal particle extractor has been replaced with research for the resource separator building. This building is available in the standard mode without research too.
Features:
- Click/drag demolition.
- Windpower plant, seabased - Retromode.
- Wavepower plant, seabased - Retromode.
- Recycling centers now return small amounts of metal and sand.
- Separator building, all modes. Researchable in Retromode. Recycles trash and outputs a small amount of all base resources (metal, sand, carbon etc.).
- Goods crates now randomly spawn. If found they grant a reward. Currently missing some UI items displaying what has been found.
Performance:
- Fixed issue with controls settings always saving on window closing.
Controls
- Fix for camera panning reversing when letting go of mousebutton and moving the mouse pointer.
Bugs:
- Fix for laboratory not registering after load.
UI
- Close windows button (marked with x) added.
- Info button (marked with ?) added for each panel in game.
- Camera sensitivy slider reversed in options. Moving it to the right makes the camera floatier.
- Mine and sand extractor descriptions and names added for French, German, Russian and Spanish.
- Fixed some text sizes in russian.
- Fix for campign objectives UI blocking clicks.
- Property tax revenue per conglomerate added into local economy panel.
Other
- Research in retromode fixed to include and exclude buildings specific to mode.
- Research times cut by 10-50%.
- Rich presence expanded.
Hello! The second half of the EA 0.12 version is in the works. Features include: Click and drag destruct, for destroying multiple objects. Additional buildings in the retro mode. Tutorial additions and more econopedia help text (english only to begin with). And a bunch of smaller UI fixes etc. If there's time before the expected release on Sunday, there will also be an early implementation of goods tickets - timed goods orders that come with rewards when fulfilled. / Dispersing Minds
Hello! For those of you who have emailed recently I'd just like to post a heads up that replies are a bit slow at the moment. I will be tending to the email backlog tomorrow. Thanks for your patience. :) / Dispersing Minds
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:
Lower and middle class residences:
Full residential set:
Commerce:
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. Im also looking into more camera control fixes, expanded tutorials and more help documentation.
Hello,
The alternate versions for the small scale industry is now finished. It will be available in the upcoming build (scheduled for this weekend).
Hello! I've not updated the key so that controls can be changes in the options. I'm still adding changing mouse controls and come next update there will be some more movement options added as well. First part of the 0.12 version will live this weekend. / Dispersing Minds
Hello, Since the game features tricky controls, I've decided to push rebindable controls to an earlier update. So instead of the expected biweekly update launching on the 18th as I had planned, I will try to push parts of what was intended for that update already next weekend (11th of august) along with rebindable controls as soon as they are finished. / Dispersing Minds
Hello, I've made a small tweak to revenue and upkeep costs as well as changing campaign level 2's requirement of 3 cereal farms to 2. / Dispersing Minds
Hello! The announced performance fix is now live. Fixes include: - Culling layers properly assigned to props. - Additional and improved LOD for residential and commercial buildings as well as a few production buildings. This work will continue. - Changed import settings for textures. Less data bogging down the graphics card and also comes with an added bonus of lowering required space on drive. / Dispersing Minds
Hello! I've discovered a few issues with culling layers making some props not cull when they should. There will be a fix for this uploaded later today. There will also be some additional LOD work done to improve performance further. / Dispersing Minds
Hello! The full 0.11 version is now live! It features quite a few changes based on feedback I've received. I've added two tutorials - camera movement and a type of "getting started" city building tutorial. Both are fairly basic, but should help getting players going. Additional information can be found in the campaign and the more in-depth economy management stuff is found in the econopedia (pretty much how everything is tied together). There will be additional tutorials later on, and the existing ones will be polished if necessary. I've added a few more control options; First of all, default zoom. The camera in Atmocity has an off center pivot point when zoomed out. You can now set this to where you want it. Setting it too max will set the camera "off-pivot" and at min, it's centered. When it's centered, essentially the camera doesn't shift position at all when you rotate. There's also an "Allow tilt" option. Allowing tilt is basically "the old camera", disabling this means that the camera will not rotate sideways when rotating. Overall this means the camera is more stable, but it does require use of either Q or E at times, to manually tilt the camera, and the use of H to reorient the camera. See more in the notes below. Upkeep has been adjusted further. There will likely be a need for further adjustments, but likely also on revenue. Systems balancing will be rather tricky, since almost all values in Atmocity are variable - residential buildings have variable tax revenues depending on wage levels, which depend on, among other things, unemployment, which depends on labour demand, which depends on the global economy and so on. However, if you do find that upkeep costs seem very off at some point and you are losing a lot of money, for information it is good if you also check wage levels in the city stats panel, and the state of the global economy in the economy panel. The wage levels are divided into the three labour skill categories and adapt instantly to change, in other words, they are not lagged behind. Once unemployment goes down, wage levels improves. Lagging this variable is a future project. :) Feature additions: - Mixed tier small residential and commercial buildings added. - Default zoom added in options. Changes to underlying systems: - Wage setting adjusted. - Tax revenue for commercial zones and industrial zones increased. - Tax revenue from property tax lowered slightly. General bugs and glitches fixed - Issue with small tier residential and commercial buildings being available in too early in campaign fixed. - Hotfix accidentally broke exit button in menu (d'oh!) by obscuring it with a collider - Fixed! Changes based on player feedback: - Camera movement tutorial added. - Basic build tutorial added. - Practice build tutorial added. - Camera lock tilt option added. This makes the camera more stable when rotating (midmouse button and moving), by not allowing the camera to tilt. This means Q and E need to be used for tilting instead. Slight tilting still occurs at more extreme rotation to allow the camera to do full spherical movement. - Building info panel closes when placing buildings. - Additional upkeep adjustments to early game utilities and building materials. Other: - Global economy panel locked below campaign level 6. Global economy system locked in campaign level 1-5: Essentially a constant boom economy.
Hello, A bug was found on the second campaign level. Because of that I have pushed some of the fixes intended for tomorrow to release now. Changes to underlying systems: - Health now affects max population in buildings. If health levels are bad or worse than, the max population in buildings gets slightly lower. - Minimum wage regulation affects labour demand and wage levels. - Wagelevel divided into three categories, low, mid and high income. These are viewable in the city stats panel. General bugs and glitches fixed - Campaign level 2 glitch fixed. - Road tile type next to buildings was sometimes incorrect. - Conglomerate counter displayed too many new established comglomerates (as if all of them were new) after loading a city and after a new conglomerate had established itself. This has been remedied. Changes based on player feedback: - Campaign level 1-3 objectives lowered a bit. - Recycling center now has lower upkeep costs. Incinerators rebalanced (lower upkeep cost, lower pollution, higher trash capacity). Incinerators are now more of an early mid-game alternative to carbon power, with the capacity of almost two recycling centers and power generation 2/3rds that of a carbon power plant. - Warehouse and atmoport upkeep costs have also been lowered slightly, to improve earnings in the early game. - More preplaced area in retro-mode. Now a larger square area. - Click and drag sensitivity lowered to avoid double placement of foundations when attempting to place only one at a time. - Pressing H will reorient the camera level with the horizon. The mixed tier buildings and the camera control tutorial will be added in tomorrow as planned. I should also have added a practice level of sorts as a tutorial. This will only be available in english, until I have text objects translated, but it should still be enough to initiate players in the basics of the game. / Dispersing Minds
Hello everyone! Initially I had planned on working on urgent fixes this week and then make the first of the bi-weekly updates next week. But the game has seemingly worked fairly well leaving me time to start working on feedback already. I've already managed to finish most of the items on the list below, but working on the control tutorial will take a bit longer, so the update will be up on Friday evening (CET). If there is time, I will also implement a basic tutorial for how to play the game, but if not, some help is to be found in the campaign. The things included in the upcoming update: Feature additions: - Mixed tier small residential and commercial buildings added. Changes to underlying systems: - Health now affects max population in buildings. If health levels are bad or worse than, the max population in buildings gets slightly lower. - Minimum wage regulation affects labour demand and wage levels. - Wagelevel divided into three categories, low, mid and high income. These are viewable in the city stats panel. General bugs and glitches fixed - Road tile type next to buildings was sometimes incorrect. - Conglomerate counter displayed too many new established comglomerates (as if all of them were new) after loading a city and after a new conglomerate had established itself. This has been remedied. Changes based on player feedback: - Recycling center now has lower upkeep costs. Incinerators rebalanced (lower upkeep cost, lower pollution, higher trash capacity). Incinerators are now more of an early mid-game alternative to carbon power, with the capacity of almost two recycling centers and power generation 2/3rds that of a carbon power plant. - Warehouse and atmoport upkeep costs have also been lowered slightly, to improve earnings in the early game. - More preplaced area in retro-mode. Now a larger square area. - Click and drag sensitivity lowered to avoid double placement of foundations when attempting to place only one at a time. - Pressing H will reorient the camera level with the horizon. - Camera movement tutorial added. More tutorials on other themes will be added later on. Should you have anything else that you find needs to be adressed in this update, don't hesitate to comment below! / Dispersing Minds
Hello everyone! The game's launch into Early Access is just around the corner. Moving forward, the weekly devlogs will be replaced by bi-weekly updates along with patch notes. On top of that, I intend to post stuff that is geared more towards what will be added into the game in the future, as opposed to recent progress. This is the first such post, the first state of the game report. I will be posting these to keep you all up to date on what is going on with the game in an open and transparent way. This allows you all to step in and add your feedback as to what buildings and features you want to see added to the game and changes you want to see made. Your feedback will also be important for me when deciding what changes should be prioritised and what I can push to a later date. So, to start off, where is the game currently in this EA 0.1 version? Campaign: The campaign mode is fully playable. There will be a few improvements added over time. Among them icons for what buildings need to be built. There will also be some more text added to clarify certain tips. Other changes will depend on feedback from players. Free roam mode: This mode is essentially finished. It will be expanded as more buildings are added into the game as well as additional citizen requests. Retro mode: Currently the base mode has been implemented. There will be several additions to this over time, both in terms of unique buildings, but also gameplay features such as citizen requests and extra map types. Known issues: Road tile type next to buildings is sometimes incorrect. Fix mid august. Research in retromode allows improvements to buildings not in the mode. Fix mid august. Mine and sand extractor descriptions and names missing in French, German, Russian and Spanish. Fix mid august. Conglomerate counter displays too many new ones after loading a city. Fix mid august. Ghost messages are sometimes sent by conglomerates and board of citizens. Fix mid august. Cars can find ghost roads at times. Resolved on reloading cities or rebuilding roads. Only a visual bug and doesn't affect city connections. Income and cost balancing needs more work. Atmospheric scattering produces ghosting when AA is on (specifically during night time). Fall/Winter 2019 (except *) changes and additions: Zones: New buildings to be added: Small mixed low/mid and mid/upper commercial and residential buildings. Currently there are small low, mid and upper class residences and commercial buildings. These will also be receiving an alternative version as well as a second density. This means an additional 34 buildings to be made. First 4 expected late august. Another 10 expected mid september. The remaining 20 mid october. Sixth density for residential and commercial buildings. This means an additional 10 buildings to be made. Expected late october/early november. * Alternative buildings for regular zone size. To be determined. Means an additional 50 (at five densities) + 10 buildings (with sixth density) which requires a lot of work. Likely a gradual implementation into 2020. Other buildings: Wave power plant for retromode. Retro mode only. Expected late september. Windpower for placement on water. Retro mode only. Expected late september. Additional decorations. All modes. Gradual implementation. Wharf/edge decoration. All modes. Early october. Other features: Larger retro mode levels. Late august. Additional retro modes. Fall 2019. Trade tickets. Timed requests for a handful of resources. Late august. Expanded citizen and conglomerate requests. Implemented over time. Citizen representative. Each zoned building gets assigned a specific citizen that will advise you on things. Expected late 2019. QoL improvements: New demolition mode to demolish multiple structures at a time. Expected late august. Auto benchmark option. Late august. Additional camera work in retro mode smoothing end points. Late august. Other: Atmofleets. Visual improvements. Texture polish. Water and power connections. Additional sound implementation.
Hello!
Well, release into EA is just around the corner and the builds are now up, waiting to be launched on tuesday.
This week Ive done some additional polish to the campaign, and added one of the retro modes. This retro mode is a flooded Earth type scenario, where resources are mined from small islands (mountain peaks).
Instead of the particle filtration plant, in this mode there is instead a mine/excavator and a sand extractor:
Initially, this mode doesnt play much differently from the rest of the game except builds are flat. What will be worked into the mode though is a greater emphasis on environmetal care and citizens will demand you treat the remainder of the environment with care.
Ive started working on the future feature list for the game. There will some additional res/com/ind buildings of different sizes. These are being worked on currently. Im also adding citizen representatives that will be assigned to buildings across the city and will advise you on things they need.
Moving forward, updates will mainly be biweekly so that I can focus more time on adding features and fixing issues.
Hello,
A bit more than a week to go before the game releases into Early Access!
It's been a pretty rough week due to a bunch of Unity related issues. Among them scenes corrupting requiring a lot of time to find the source of the issue and issues with colliders.
As such, some images this week will be a bit random.
One of the issues with colliders caused roads to suddenly stop working requiring a bit of rewriting of the code that checks if the road is connected to another road tile as well as the code that checks if buildings are connected to a road and what road network it is connected to. Not the kind of stuff that I like doing when I still have a few more things left to do before the game releases, but on the upside, it meant that I could also remove some ugly code and also improve load speeds a bit.
I've started doing some last minute fine tuning to tax yields, upping yields from industry and commerce and lowering it a bit for residence. I'm hoping this evens out the yields a bit and incentivizes more planning.
The campaign is now finished and tested. There are a few things that might need to be added into it post EA-release, but mostly regarding instructions etc. There are a few things that can perhaps be explained a bit better. Should there be time in the upcoming week, there will be some more polish added to it as well.
Atmo fleets are now implemented. There's some minor work still needed for path finding, so that they don't fly through things. But they function as expected now. I will be adding some more bling to them to make them a bit more interesting.
https://twitter.com/CorrectureGames/status/1150840295933861888
The land mode is coming along nicely. I've made the necessary changes to the UI and started adding items to the mode. The buildings will be made this upcoming week. There will be a set of excavators to replace the atmospheric particle filtration plant, a sand collector and I'm also adding a wave power plant. The mode itself will be more fleshed out over time and it will eventually diverge a bit from the main modes of the game.
There's been a tonne of work put into optimizing things and speeding things up in game as well as fixing music and texture imports. I'm hoping that the game will run well enough on target machines.
Next week will be the last pre EA devlog, so stay tuned for that. Here's a shot from an early campaign level:
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.
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.
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).
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.
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.
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).
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.
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.
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.
Until next time!
Hello!
One month to go until the game goes into early access! eek
There are still things left to do, but the list is shrinking on a day to day basis!
This week I've focused on fixing minor issues, annoyances and performance issues. The research ui should be behaving properly now and all the unlocks and research effects are functional now.
I've implemented the game's achievements completely. I will need to adjust some of the conditions, since they are rather low. For example, running a deficit of 40000 is not difficult once a city gets larger.
I've added a photography function so that screenshots can be snappen easily. There's now also a skybox picker:
I'm currently working on the campaign. The winning conditions have been planned out and I've mapped what kind of "lessons" to display for each of the campaign levels. The code for checking if a condition has been met has been finished since before, but the ui still needs work. The entirety of the campaign should be finished next week.
The atmofleets still need work, before I can show them off. But the vactrains are now modelled, textured and moving around:
See them in action here:
https://twitter.com/CorrectureGames/status/1144980888037539845
Lastly, I've gotten the fire department building added as well. This was intended for later on, but I found some time to get this added already. This means that some of the building demands have been changed. Neutral and high tech industry will demand a nearby fire station to reach max efficiency. Disasters are planned after EA-release, so currently there is no risk of fire occuring in a city.
More on the campaign and fleets next week!
Hey! I've uploaded a new build! Changelog: Postprocessing effects tweaked. Postprocessing effects made more efficient. Import options for textures changed. Another quality tier added. Atmospheric scattering added to optionsmenu. Effect displays in options changed. Fire station building added. Fire safety now added. Industry want nearby firestations. Vac trains added. Research bugs fixed. Laboratory save bug fixed. Block destruction bug fixed. Block placement improved. German localization corrections. Spanish localization corrections and additions. Russian localization corrections and additions. And some other minor fixes. / Dispersing Minds
Hey! A new build is up. If you run an old save, make sure to construct an atmoport, as it is required to have people move into the city. Changelog 0.495 Quick saves implemented Savetype sorting implemented Quick/auto save options implemented Lab building unlocked Research added Zone density layers split. Residential and commercial zones now disregard industrial zones. Zone layers also differentiate between small and large zones. A set of building textures tweaked Post processing tweaked Atmospheric scattering added Small residences added (low, mid and upper classes - mixed later) Small commerce added (low, mid and upper classes - mixed later) Small industry added Atmoport added (required first building to allow incoming goods and citizens) (Note: if you load an old save, you will need to build one of these!) Block sculpting added Block placement finetuned Health policy rebalanced and effect moved to health production (clinics and hospitals). German localisation expanded and fine tuned Spanish localisation expanded Russian localisation expanded Controls options added (rebinding is on the roadmap) And a tonne of minor adjustments and fixes!
Hello!
It's been a good dev week for sure. I've managed to finish up some things that have been put on the backburner for a while (things that should have been done, but have been tricky and thus been difficult to motivate doing).
Among these things is the movement for the vactrains. Getting this to work required reworking a fairly complicated part of the code, where connectivity between tracks and stations is managed. Luckily, in doing this I could also remove some things that were redundant and speed the whole process up.
Although not completely finished, the progress so far can be seen here:
https://twitter.com/CorrectureGames/status/1142528564748857344
I've reworked health policy settings, so that they now affect clinic and hospital output instead of just affecting Labour availability (this is now instead indirectly affected from increased health output).
While doing this change I also changed the overall effect strengths and costs.
Research is, as far as I can tell, fully functional, but does show the odd bug every now and then, but nothing game breaking. I've made some more adjustments and fixes to make the code more logical.
I've also touched up on the localisations. German has been overhauled, spanish and russian have been expanded. This also meant fixing some oversized textboxes etc.
Next week I'll be fixing the atmofleet movements, so that a fleet comes in to the city and lands at the atmoport to transport citizens and goods. In preparation for this I have redesigned the atmoport slightly. The previous one, I felt, was too tall and since it is a required building when you start a new city (and later too) it looks better not being too big.
I also gave it the same color theme as the vactrain station so that they are easily identifiable.
I've added sounds to buildings when they are clicked. This is too add a bit more life but also make identification easier. Residential buildings trigger a doorbell sound, commercial zones a cashregister sound etc. I think it works fairly well, but a few more sounds are needed for the different types of industrial buildings.
Lastly, I've added the lower class, middle class and upper class residential, commercial and industrial smaller footprint roster of buildings. Initially I had planned for this to be added after the EA-release, but I managed to make them rather quickly. Currently there's only one version and one density. I will be added another density along with alternative versions for variation once the game has been released. Once the game has been released the mixed low/mid and mid/upper versions will be made as well.
Here are the current buildings:
Aside from these changes, I've managed to spend quite some time playing the game and finding minor issues that have been fixed as they have been found.
Hello!
Another week of dev came and went, and things are coming together rather nicely.
Research implementation is now finished. There are a few bugs remaining, but it works well enough to have these ironed out in the upcoming week or so. Research times and costs will need to be tweaked based on feedback once the game releases, but should be fairly well balanced.
I continue to add more decorations, props and new "extra" buildings into the game, since I have a bit of extra time for this. There's now a set of small Residences, commercial and industrial buildings in the works. These add a bit of varition to zone size and can be used to mix things up a bit or create more suburban type areas.
Some of the new residences can be seen here:
As mentioned, I'm also working on new props. These props will be seen when zoomed in fairly closely and may include stuff like park benches etc. For starters I've made a road sign that lights up during nights:
Current ongoing work includes trains for the vacuumtubes. This is currently only in a boxing stage and so there are no images yet, but I have high hopes for trains as it will add more life into the cities. On the same subject, I'm reworking the car system a bit to allow for cars to respawn in new positions fasters. That way I can have densely trafficed streets without actually having too many running at the same time. At the moment this has been trickier than expected (getting it to look good that is), but hopefully there should be packed streets next week.
I've also finished up on some remaining UI work. The UI should be more or less completely finished now, but will likely see several changes and tweaks once the game releases into early access and I get feedback from players.
Bug hunting and optimizing is an ongoing Project, mostly relating to messages and the new research stuff. But there's been the regular minor stuff too.
Next week I should have the trains implemented and possibly the atmo fleets too. The two remaining features to implement is the campaign and the "landmode", I should get around to working on this next week as well.
Hello!
Just a brief update this week. Like a lot of work recently, most of it has been focused on code and getting things up and running flawlessly for the early access release.
But theres been some picture friendly work done as well. One thing Im putting a lot of work into at the moment, is expanding the number of decorations and customization items available at EA-launch. Ive added a few more decoration tiles along with a sort of step decoration inspired by rice paddies:
This can be used to cut off some of the blockiness. There will also be a sort of edge decoration made to hide the concrete look of the blocks. Some more decorations can be seen here:
Starting next week, I will start adding in a few more RCI buildings. These will be small footprint versions, instead of 44 they will be 22 in size. They will appear only in two densities for starters, as opposed to 5 for regular residences and commercial buildings and 4 for industrial. Also, they will only be available in 3 classes, as opposed to 5. This might change once the game has been released and more content gets added.
Research is more or less finished now. I need to add the save function to it, but that should be fairly straightforward with the system I have going. The research tree features 32 items, some of which unlock buildings and some which improve the functionality of buildings. Improving building efficiency comes in increments of 5%, so although it takes time and resources to research them fully, it can surely be worth it.
Ive continued to polish block placement and made some adjustments to avoid misplacement and other annoyances. All in all, the system works much better and allows for more flexibility. The campaign mode is now properly in the works too. The campaign will feature fairly simple levels that are meant to ease the player into the different systems in the game (building/sculpting, planning, trade, taxes/economy and research among others).
Hey!
Work on the game is progressing steadily. This past week I've finished up work on the new block placement tools. It's now possible to click and drag to place the smaller building blocks. If a bigger block has been placed, this can be cut in half (sculpting). This will allow players to build more fine tuned foundations for their cities and will also open up for some interesting decorations later on.
On the subject of decorations, as can be seen in the image above, I've added in a very simple park tile. I've also added another "geometric garden" type tile that can be used to decorate the city. The new one (and an older one) can be seen here. Prior to release I will try to get a handful more decoration tiles in. Suggestions are welcome!
Here's another image of the park tile in the same context:
One of the remaining features to add is research. I've gotten rather far with this during the week, adding in most of the UI (along with most UI related code). I should be able to finish this up next week and get the research yield functions in as well.
Research is enabled once the city has 15k population and a laboratory building. It is required to unlock some production buildings and power generation Buildings, such as nuclear and fusion plants. Aside from building unlocks, there's also research that enhances buildings, like lowering pollution from carbon power plants and improving carbon dioxide capture and storage. Once enough has been researched to unlock the bottom tier of enhancements, players will be able to improve education, health and water/power conservation.
Since the current test city is getting rather large, I've also been able to start adressing some optimization issues and have started cutting tris and improving slow code. Fixing the new block tools also allowed me to reorganize that code and make it more efficient and also more well-functioning. Among the fixes there have been removing the risk of accidentally placing an area of blocks when only clicking to place one.
Hello!
Its been a while since I posted. Mostly this is due to not having very interesting things to post about (mostly done minor tweaks, fixes and optimizations recently), but also due to an extreme work load recently.
Hopefully things should clear up a bit moving forward and I should be able to dedicate more time to finishing up the remaining features I want to add into the game before it goes into early access.
The last EA building has been finished the atmoport:
This is a must have building that will accept goods and citizens to your city. There will need to be one for each network in the city. So if everything is connected properly, theres only a need for one, but if the city is scattered across different islands, then you will need more.
Ive yet to finish ships landing etc, but Ive started working on a path finding system that should make the remaining work fairly straight forward.
Ive started working on sculpting tools and being able to place smaller building blocks right away. This will make things a bit more interesting and allow more customization to cities.
One of the remaining things to make is a land mode of sorts. There will be a few different variants to this, but one idea Im working on is a straightforward constructed island in water. The image below is an early concept.
Ive also reimplemented some atmospheric scattering and am fairly happy with how it looks:
This will require some more work be put in to the day/night cycle, but should be worth it in the end.
Next week, aside from finishing up the sculpting and block placement tools, I will also be finishing up ships landing at the atmoport and also adding in some more decorative buildings such as an obelisk, a small hedge park, a sloped park and a small border piece that can be used to decorate the side of blocks (to remove that concrete look)
Hello! I've finally decided on a date when the game will release into Early Access - 30th of July. This will allow for some more additions and more polish before the game becomes widely available. / Dispersing Minds
Hello ya'll!
New build is up! No huge additions, but quite a few important fixes and overall polish.
New stuff:
Wage level implemented - this might cause higher unemployment than before. I've attempted to offset this by increasing abour demand overall, but it might not perfectly offset things.
Unemployment welfare affects wage level.
Health insurance cost is now affected by overall health levels.
FDat file type deprecated from saves.
Changed plop costs and upkeep costs for each building.
When there's no power or a lack of power, less of the city will light up at night time.
Health yields from hospitals and clinics increased.
Policy costs adjusted.
Funding for crime prevention added.
You can no longer place buildings when out of Money.
Russian translation implemented.
German translation implemented (some parts are missing still).
Other translations minor fixes.
Optimizations:
Road and vactrack paths calculations improved
Minor fixes:
Retirement funding is now calculated properly.
Road construction bugs fixed: Roads could be built through blocks. Roads could be on uneven blocks.
Camera movement still when inputting city name.
Fix for dissolve shader when close to buildings and blocks.
Fix for cost information not updating when in paused mode.
QoL improvements:
Grid displayed when placing blocks, buildings and roads.
New demolition indicator.
Cloud saves.
Loading speeds improved.
Known issues:
Blank messages from nowhere. These don't affect gameplay and disappear when reloading the city.
Text size in local economy panel oversized.
The vactrains have gotten a minor face lift:
I am almost done with everything vactrain related. What remains (still) are the trains. These should be finished next week.
I've started tweaking building outputs even more, to ensure that output makes sense. For example, absorbents have not been outputting enough water, so this has been changed a bit. Health yields from clinics and hospitals has been increased as well. This means that it will be easier to keep health levels up, but clinics are still necessary to keep residents happy.
There's also been a great deal of work put into shaders in terms of performance and look. Things overall should be a bit shinier now, but more importantly culling objects when they are far away works better now.
The number of shadow casters has been lowered and poly counts have been lowered for some of the more common props, like trees and cars.
Another performance improvement is the way road (and now also vactrain) networks are calculated. This runs on a thread, so it hasn't been too important to keep it performant. But it has been pushing what is acceptable in terms of poorly performing code so I opted to make some improvements. This should come in handy when people start building huge cities. I've also moved this away from being calculated every time step in the game and instead only when a road or vactrain network has actually been changed.
Policy keeps getting minor adjustments. I want policy decisions to matter, while also being costly. So the effects need to be tweaked. It's also important that not all policy can be implemented at once, but rather implemented as the city grows larger and can afford it.
I'm closing in on finishing up localisations. Russian, Spanish and Swedish are more or less completed. French and German have a handful of elements missing. The Russian localisation required a bit of extra work due to the sizing of text elements being larger. This has largely been fixed, but a bug where the local economy panel isn't adjusted correctly slipped into the build (whoops!).
I've also decided to change the road check for each building from a sphere to a box. This allows buildings to be placed in corners as pictured below. This means that denser neighborhoods can be built and the need for roads is lowered a bit.
Next week, I mentioned vactrains will be finished up. The atmoport building and hopefully also function is on the schedule. Hopefully there will be time to start working on the objective system for the campaign as well. Should I finish those things, only one urgent things remains for the early access release of the game - the retro mode.
/ Dispersing Minds
Hello!
Work continues on the game! Focus this week has been to finish up the vactrain construction and getting it to section the city properly so that resources are shared in the connected parts of the city. The only thing that remains now is to have actual trains travel through the tubes (will be done next week). Here's a test with determining what is connected and assigning different network codes to each interconnected system:
The vactrain system will make it easier to section off parts of the city, such as dirty industrial areas, and connect remote residential areas.
The French, Spanish, Russian and Swedish translations have been updated. I'm hoping to get the remaining translation (german) next week, so that this can be implemented as well. This is the last remaining element to get an approved build on Steam. There's been more work put into policy effects and costs. These adjustments follow a fairly substantial test city that I've started building.
I've also added some QoL enhancements such as a max output information display when hovering over buildings in the building selection menu.
Another QoL improvement is a grid displayed when placing buildings, blocks or roads. This will make it easier to plan cities.
Next week I will also be working on squashing some bugs and making some minor improvements to systems before I move on to a bit of optimization work. This will lead up to the next version, which releases next weekend.
Hello! Here's a list of videos of Atmocity from the most recent month or so. Nookrium: https://youtu.be/IyIugoB1o6U DanField [Fr]: https://youtu.be/fRT8qhNBGFU RedEventGames: https://youtu.be/6CUdrVA7B7k Make sure to check them out and thanks for playing! / Dispersing Minds
Hello!
It's been a while since I made a proper update. The previous few weeks have been very hectic overall, and on top of that most of the game progress has been on fixing bugs and making minor tweaks here and there, so not really update worthy.
But now there's been some visible progress! Vactrains are now a thing. They're not quite functional yet, but I've managed to get building them down, and added the station building into the game. Vactrains are used to connect remote parts of the city.
I've rebalanced the entire set of buildings changing pricing the resource requirements as well as some of the output levels. The next step in building management will be to add in the availability conditions. Some buildings will be locked from start, requiring a specific population for example, or that the building is first researched in a lab (which is a building that itself requires a specific population). Given that the vactrainstation has now been finished, only one building remains to be made for the early access release (atmoport). The atmoport will be a building placed when you enter a new city. This building will be the place where goods and citizens can travel to and from your city.
Another thing I'm working on, that has been prototyped earlier, is being able to set different skies. This won't affect gameplay, but can be used to add variation. Each theme comes with it's own skybox, and sun color temperature etc.
One thing that I've noticed will be important is to convey when things are missing or going poorly in the city. Currently, I've added specific songs from the soundtrack to play only when things a recession occurs. I've added a feature that the city doesn't light up at nighttime when there's no electricity. When you're low on electricity, a set of buildings will randomly not light up at night time. That way you get a visual queue that you need to expand power production. Once I add cop cars, ambulances and fire trucks, these will be more prominent on the streets when crime is high, health is poor or when fire safety coverage is low.
I've continued tweaking the economic system, changing costs and effects of policies and how long it takes for policies to reach full effect. Messages sent from the board of citizens and from conglomerates are now also saved.
Next week, vactrains should hopefully be finished completely. I also count on having most of the translations added into the game as well. I'm also adding some quality of life improvements like auto benchmark and some more options.
Hello! I've updated the game. There's nothing new content-wise, but quite a lot of fixes for minor bugs and tweaks to calculations. On top of that, an early iteration of the wage level calculation has been added. Wage levels affect tax revenue from citizens currently, but will be expanded to also affect demand for goods and services. The addition of wages might make it more difficult to run a profit and affect unemployment. / Dispersing Minds
Hello!
Like last week's devlog, this one will also be rather short. I'm currently under a fairly heavy work load and on top of that, most of the work that goes into the game now are to system tweaks and improvements.
Work continues on tweaking calculations. More or less all systems, such as health, wages, unemployment and happiness, are interconnected. As such, balancing these systems out and avoiding extreme results is a bit tricky, but it's getting there. The real test will come once the game releases into early access and a more diverse set of play styles is being tested.
I've also been polishing up the shaders in the game, adding vertex displacement to building footprints and making minor performance adjustments. I've also changed import settings for textures to decrease their size.
More localisation work has been done. Spanish has been updated, which means it's almost finished. A first iteration of the russian localisation has been added, but will require some work (text size etc.). I've also added the Swedish localisation into the game. Work on the german version is ongoing and the remainder of the french translation should be done fairly soon.
I will be trying to get some more buildings into the game before the EA-release. Primarily decorations, like this forest:
There's also been some minor stuff added. Cities can be named. The ui has gotten some minor adjustments and will continue to be improved in the upcoming week, especially the statistics panel which has been placeholder.
Hello! There will be no extensive devlog this week, since most of the work I've done involves system stuff and generally surrounding systems already in the game. I've continued working on the vehicle system and squashed a few visual issues. Moving forward I can now start culling vehicles properly to allow more vehicles shown in any given view without tanking the FPS. I've now also implemented a proper calculation of the wage level. The wage level affects the demand for labour, so if wages are high, demand gets a slight hit. Conversely, if wages are lower, demand gets a slight boost. With welfare systems such as unemployment insurance, health insurance and retirement, these are generally designed in such a way as to replace wages while a person cannot work. As such, the city's wage level is now a part in calculating the cost of these benefits. If the city has a high wage level, these benefits will cost more when people are unemployed for example. The next step will be to incorporate the wage level into the tax income from residents. Another thing that I've aimed to incorporate into the EA-release of the game is a vactrain system. I've started coding this into the game, and aside from registering stations, it's almost ready to be tested. For next week's devlog there should be a finished concept up for display. There are still some bugs to be fixed here and there, and some UI adjustments left to make. But overall, what was intended for the EA-release is starting to get rather stable and polished. That means I can move onto doing some optimizations here and there to make sure the game runs really well. / Dispersing Minds
V 0.48 Change log - Nano structures plant implemented. Creates nano structures required for the top density buildings. - Advanced circuitry plant implemented. Creates advanced circuits used for complex machinery. - Complex machinery plant implemented. Creates complex machinery used in hospitals, the nuclear waste storage facility among other buildings. This means all resources meant for the Early Access release version have been implemented. More resources might come post EA-release. - University building implemented. Adds a city wide education bonus. - Theatre building implemented. - Movement option to shift camera up or down has been added CTRL + W/UpArrow to shift upwards, CTRL + S/DownArrow to shift downwards. - EA release welfare programs implemented. More tweaks to come in the following versions. - EA release discrete policy options are all implemented and functional. These will be tweaked in upcoming versions. - Music implemented. Currently it only shuffles the tracks. The system to trigger music based on events is in the works. - Spanish localization updated. - Budget calculation errors have been fixed. Aside from the above, a handful of minor issues have been fixed.
Hello!
I'm closing in on finishing all the buildings meant for the EA-release of the game. The remaining ones that will be finished in the upcoming few weeks are the atmoport and the vactrainstation.
The University is used to increase education levels across the city. They don't need to be built next to specific buildings or anything.
The Theatre building is required to keep upper class citizens happy. In future versions, theatres will produce culture, which will be used to increase happiness across the city.
The nano structures plant produces nano structures that in future versions will be required to get the top density residential and commercial buildings.
Complex machinery is used in nuclear waste storage facilities, hospitals and in future versions is required for high tech industry.
Finishing off the production buildings set is the advanced circuitry plant, which produces components for use in the complex machinery production plant.
There's been a lot of work put into value calculations, specifically into the discrete policy options added into the game recently. All of the policies now affect values in the game, from electricity consumption to health and education values.
This will receive further tweaks in the upcoming version, as the policies need to be balanced in cost and effect.
Music has also been added into the game finally. The music has been composed by Joshua Szweda and in my opinion fits the mood and theme of the game perfectly!
Currently the music is just randomized, but there will be a mode where tracks are picked based on context. Like if there's an economic downturn etc. Currently, the system works, but the tracks are not linked to the events yet.
In the upcoming few weeks, aside from working on tweaks and balancing, I'll be working on the vactrain system and implementing achievements into the game.
/ Dispersing minds
Hello!
Short entry this week, as Ive mostly done fixes for minor issues (not really news worthy).
First bit of news is that Ive postponed the release of the game by one month (from april to may). This is due to an overall heavy workload, but also because I want things to be really well functioning and polished when the game releases into Early Access. This grants me some extra time to add a good deal of fine tuning and polish.
Im in the process of finishing up the last few buildings. The nuclear power plant has been finished:
The nuclear power plant outputs a lot of electricity at a fairly decent cost, but it also outputs spent fuel that needs to either be stored, or neutralized. The storage facility (second from the right) and the neutralizer (right) can be seen here:
Most of the remaining buildings will most likely be done next week and will mean I finish up resource production and education. The vactrain station includes a lot of new code, so that will be done after next week.
Overall, things are coming together, but as the delay suggest, a bit slower than I would have wanted. But Id rather release a stable game than an unstable one.
/ Dispersing Minds
Hello everyone! I've decided to, yet again, delay the game. The main reason for this is that I feel that it needs yet more polish even before entering Early Access. The main goal has always been to release a very stable and well-functioning game into Early Access, and to have the EA period used for feature additions, overall polish and system adjustments. Currently the game is fairly well on track for this, but it needs just a bit more time before it lives up to my own expectations. The new release is set to May 29th and this is the final delay for sure! / Dispersing Minds
Hello, I've uploaded a new version that fixes a few value calculation issues, some minor bugs and also adds in the nuclear power plant. There's now also a slider for resolution scale in the benchmark. / Dispersing Minds
Hello, You can check out some more Atmocity gameplay here: https://youtu.be/-WhH3JYksJw https://youtu.be/dufhMgZlDoQ / Dispersing Minds
Hello! I've now launched the new 0.47 build of the game. This version features one of the soundtrack songs to start testing the music system. It also features a bug with the decoration tile, so I advice against using that until the next version. :) / Dispersing Minds
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, Ive 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, Ive 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, theres no use building it yet since the nuclear power plant hasnt been added yet. But its a nice looking building.
Ive started working on the translations more. I received the French translation and have started implementing it. Some things are still missing, but its getting there. The spanish localization still needs to be updated and the german localization is still behind schedule.
Ive 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.
Im 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.
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. Its 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!
/ Dispersing Minds
Hello!
This week I've started adding in the waste management system. Depending on the policy implemented in the city, goods and foods consumption generates trash which will need to be handled. This can be done either by recycling centers, or by using incinerators that produce electricity, but also a bit of pollution.
Recycling center:
Incinerator:
I've continued working on the conglomerate display and local economy panel. There will be quite a few additions to this moving forward, but mostly behind the scenes stuff like calculating construction speeds for zones and how conglomerates react to different types of taxes. There's already quite a lot done on this system, but since there has been and will be quite a few more additions to policy it needs to be updated a bit.
For graph nerdiness I've added a graph displaying historic values of conglomerates.
I've also started working on the city stats panel. Currently it's quite underdeveloped, but it should be finished up next week. This is basically just a breakdown of different city stats that the player might find interesting.
As a performance improvement I've also added cars being recycled when they move out of view and spawning new ones in view. This is basically a way to keep the number of vehicles down, while still making the roads look fairly busy. There will be many tweaks to this over time, but it's good to have it working fairly well.
Next week I'll be starting the music system, along with an adviser system to help players. Lastly, The board of citizens system will be started. This will be similar to the how conglomerates make demands for lower taxes etc. The board of citizens will ask for lower taxes, improved healthcare and welfare etc.
/ Dispersing Minds
Hey! Another pre early access video of Atmocity gameplay can be seen on Youtube! https://www.youtube.com/watch?time_continue=3126&v=VJ9okTu4LT4 / Dispersing minds
Hello, A series on Atmocity is in the making and the first two episodes can be seen here (with bugs and all! :D ): https://www.youtube.com/watch?v=StYQFDkD_Ko&feature=youtu.be https://www.youtube.com/watch?v=m8DXfAvr7Mg&feature=youtu.be Make sure to drop a like! / Dispersing Minds
[nt] / Dispersing Minds
Hello,
Following last weeks update, I've had to spend time fixing some unfortunate glitches that followed. Not unexpected since the update was rather substantive, but it did mess with my planning a bit. Oh well!
I have started finishing up the remaining buildings. One of the buildings finished this week was the Fusion power plant seen here:
The fusion power plant needs to be researched before you can build it. While expensive, it does produce heaps of power in a clean way.
I've also started reworking water production in the game. Currently you build absorbents that absorb moisture from the atmosphere to gather water for your city. This system will now be part of a future climate system. Pollution and moisture will now play a role in the city living conditions. If pollution rises too much (like a lot) you'll achieve a green house effect and people will dislike living there. There will also be a limit to how much water you can absorb from the atmosphere in a given time unit. So in order to produce more water, you will be able to build water treatment plants. Also, you will be able to build cisterns to store water, unlike now, when water is never stored. A water district can be seen here:
The food production Buildings are all finished. The last one that has now been added is the Food processing plant, which takes cereal, fruit and legume and outputs processed food. Processed foods are required to keep your upper class citizens happy.
I've found a number of bugs in vicinity testing when placing buildings. For example, residences would sometimes register industry, although these were placed on the other side of a block. This should be functional now.
Lastly, I've started working on improving performance when building large scale cities, since I won't be breaking any saves from now on. What is on the list for next week is culling cars when they are outside of view
/ Dispersing Minds
[NT] / Dispersing Minds
Hey, Steam has now done its thing and the new builds are live. / Dispersing Minds
Hello!
This week I'm updating the Steam beta builds to version 0.46 which adds/changes/fixes the following:
Changelog V0.46
This versions breaks old save files, the old files can still be accessed in game, but will load a corrupt city. Old save files can be removed.
New features:
- Connectivity between sections of the city now implemented. More work and tweaking will follow.
- Additional taxes. The code behind the system has been revamped as well, to allow for quicker implementation. This breaks old saves!
- Commercial tier fully implemented. Like the residential tier, demands are not final, as some buildings are still missing.
- Mid tier industry added. Demands are not finalized.
- High tech tier of idustry added. Demands are not finalized.
- Road size, road system and traffic system revamped. This breaks old saves!
- New traffic system. The old system used raycasting and was not scalable. This was mainly a for-show system. The new system uses threading and allows traffic to be scaled up. It also improves the connectivity system in that they can share information. Movement is a bit more floaty, which will adjusted in iterations.
- Decoration tiles - a first decoration tile has been added.
Changed UI/UX:
- Fixed text overflow/truncation in Spanish localization.
- Fixed a couple of incorrect references in the localization file.
- Added load function from main menu.
- Window backgrounds changed to make visibility better.
- Budget panel implemented. Also, values for cost and revenue for each policy slider added.
- Policy window layout changed. More polish will be added to this over the upcoming few updates.
- Fixed bug in building info display for commercial buildings.
- Escape opens main menu in game.
- Build hologram when placing roads now incorrectly becomes red when location has a building.
- Fixed display for road (and blocks) is not red
- ? button in main menu fixed.
- Change res when in windowed fixed.
- Double resolution sets in options drop down fixed.
Glitches/Bugs/Poor optimizations fixed:
- Calculation bug affecting middle class labour fixed.
- Calculation bug affecting happiness (and bugging out several other values) fixed.
Other changes:
- Demolition indicator. Will be tweaked further later on.
- Reintroduced constraint for size of foundation volumes that can be built in one process (much larger than before). This is to avoid accidentally placing large volumes when raycasting against nothing.
- Building vicinity check now disregards buildings on the opposite side of a block, allowing you to better plan cities.
- Added range display for building vicinity check.
Possible fix:
- Issue with hologram shader on Linux. Shader has been replaced.
- Post processing stack has been updated, which might fix a performance issue on Linux.
Known issues:
- Certain aspects of the Spanish localization missing (because of new text items).
- Worldsize of templates not variable. As such, it is not possible to build to the full size of the current templates. This will be fixed in the next update.
- Performance issue when starting threads for calculations and connectivity.
Pushed to later update (an outtake):
- Quicksaves.
- Additional concrete foundations, fancier concrete foundations.
- Fix for sun (currently breaks on build).
- Updated spanish localization.
- Russian localization.
- German localization.
- French localization.
The new traffic system is performing as well as expected! It does need the addition of culling cars that are far away and don't need to have their positions updated, but all in all it's working quite well. Aside from a few visual tweaks, it is more or less finalized. There will be a handful of more vehicles though, later on.
Following the traffic system overhaul, I have now also changed the road tile size and changed the overall grid in the game. Buildings now make up 4x4 of the grid, and roads are 1x1. Essentially roads are now 1/4 the size they used to be. This makes cities look denser and also allows for more interesting city layouts.
With the smaller grid size, I've also started implementing decoration tiles. These have no function for the city, but is also a way for plaers to customize their cities.
The policy window has been getting some work. Although a lot of work remains both in terms of layout and adding more policy to adjust, it is getting closer to its final layout. Implementing policy moving forward, should be much faster given that I've overhauled the code behind the policy system. I'm hoping to get quite a lot of policy and funding options added in before the next update.
Here's the budget panel:
And funding options:
The vicinity system that checks whether a building is within range from a good or bad building has been changed to allow, for example factories, to be built on the back of blocks without negatively affecting buildings. This way, players will be able to build denser cities nd also plan their districts in a different way.
A first iteration of the econopedia has also been implemented!
Unfortunatly I've missed the target of improving on sounds and implementing the localizations, but I am otherwise ahead of Schedule. Localizations are quite simple to implement, so once I get the French, German and Russian ones they will be added fairly quickly. I had also planned on adding music for this build, but music is a bit behind schedule but has been coming along really greatly recently and there should be some tracks added for the next build.
/ Dispersing Minds
Hello!
Like last week, some time this week was sadly lost to being ill. Luckily, the second half of the week has been really productive and Ive managed to finish up some of the lagging systems.
The main focus the past few weeks has been to overhaul the traffic system. This is now fully complete. The old system relied on raycasting between each road tile to determine viable routes. This was obviously bad design, but done to have something for Dreamhack. Now, the system instead registers nodes from road crossings, turns and road tiles where traffic will leap over an edge. Using this information, each node can be given viable exit directions that is fed to vehicles.
Where the old system could handle something like 50 vehicles in view at the same time, the new system has been stress tested to run 1000 vehicles visible in scene at 60 fps. Given culling etc, this is a number unlikely to ever occur in any given view, but its good to see how well it can perform.
Heres the system being tested:
And going crazy of course:
Being able to display a large number of vehicles is of course nice, but was not the only ambition when overhauling the system. Ive been struggling to work out a good way to see what buildings are connected to eachother. Using the registered nodes, I can now compile a full network. Basically checking every node in the system, so if node A has exits to B and C, then A, B and C are naturally in the same network. If every road is connected, then there is only one network in the city. But if there are two separate systems, then two networks are formed instead. Using this information I can now divide the city into two or more sections and have production and consumption calculated on a section by section basis. When built, each building is assigned what network it belongs to. All the network calculations etc. are done on a separate thread so they should scale very well.
Next week, the final step in the road system overhaul will be changing the actual tile size.
Having finished the mid tier industry buildings last week, Ive moved on to finishing the high tech industry this week. With that, only 10 buildings remain for the EA release of the game. That means Im actually a bit ahead of schedule and should be able to start making a few decoration tiles for city customization. Heres the high tech industry and an early decoration tile:
Following the changes to the policy system, I have now started implemented more policy and should have a decent set of policies finished for the update next week. The main issue at the moment is being able to present them in an appealing way that makes clear what they are for. But that should be a process over time.
/ Dispersing Minds
Hello!
Its been a rough week battling with both day job, game and also a massive cold (which seems to be winning), but theres 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 Im 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.
Heres 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, Ive 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.
Heres the smaller grid size in action (roads not adapted yet).
And heres the proposed new road system (a quick mock-up):
Following last weeks policy system overhaul, Ive now started adding in new policy options faster. For the upcoming week Im 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 versions 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).
Ive 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 Ive also started working on some QoL features that Ive 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, Ive 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 isnt 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 dont like any nearby industry at all.
/ Dispersing Minds
Hello!
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)
/ Dispersing minds
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.
/ Dispersing minds
Hello, The new beta build is up. Changelog V0.45 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.
Hello, 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: https://cimfrance.blogspot.com/2019/01/atmocity-mode-demploi.html Check it out for some more in-depth information about the game. / Dispersing Minds
Hello,
A new devlog has been posted! Check it out here:
http://www.correcturegames.com/atmocity/atmocity-devlog-19/
/ Dispersing Minds
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. / Dispersing Minds
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!
/ Dispersing Minds
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 doesnt 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.
Hello,
A new devlog entry has been posted:
http://www.correcturegames.com/atmocity/atmocity-progress-update-number-18/
Read up on crime, commercial services and the most recent fixes.
/ Dispersing Minds
Hey there! I've uploaded a new build which fixes a bunch of things and introduces another set of features for testing. New features: Services implemented. Commercial zones provide services demanded by residential zones and some public amenities. Naturally, these cannot be traded like normal goods and cannot be stored. Conglomerates make demands if policy targeted at them is too strict (high taxes for instance). Only unhappy conglomerates will make demands, so ensuring you dont demolish their buildings and keeping taxes fair will make them less inclined to make demands. If you decline a demand, you may run the risk of a short period of lower production of goods or services. The rate of lower production and the duration depends on how unhappy the conglomerate making the demand is. Bribes have been implemented. Conglomerates will try to give you things in return for changes to policy they dislike. Property tax has been implemented. This puts a percentage tax on the value of conglomerate buildings. As your city grows, taxing property can amount to a fairly substantial source of income. But its also a source of discontent among your conglomerates. Conglomerate happiness now affected by policy and dependant on conglomerate memory. Conglerate information panel (local economy) available. Changed UI/UX: Corrected a discrepancy between actual values and displayed values in UI. Added tool tips to building info panel. Moved scrool wheel from zoom to translate (scrolling moves camera forward/backward). Zoom function on keys Z and X moves camera anchor and changes the rotation center. Glitches/Bugs/Poor optimizations fixed: The sound trigger code was incredibly inefficienct, especially when the camera was close to many buildings. This was the source of significant slowdowns. Now, only one building will be fetched at any time using a different (and faster) method. Sped up performance of calculation thread. (the two above mentioned fixes lower the fps-drop when running the game in 4x or 8x speeds) Fixed faulty calculation of unemployment insurance cost. Health values were persisting over calculations meaning ever improving health. Corrected by value not persisting over calculations. UI for trades, bonds and offers update when panels are opened. Before they updated regardsless of whether the windows were open. Fixed glitch in concrete foundation manager causing a null. Other changes: Fix for density shader glitch. New issues/Known issues (an outtake): New message counter faulty at times. Pushed to next update (an outtake): How control schemes are affected during construction will be tweaked. Quicksaves. Additional concrete foundations, fancier concrete foundations. Demolition indicator. Fix for sun (currently breaks on build). / Dispersing Minds
Hello, The new builds are live! Here's what has changed since the last version: New features: Autosaving implemented. Can be toggled in options. Resolution scaling implemented into options menu. Cars optimized to not run when off screen. Early implementation of offers/demands/bribes from conglomerates. Currently conglomerates will only issue offers. Unlike demands and bribes, these can be declined without any negative effects. Accepting an offer improves the happiness of the conglomerate. Offers will be made if there are more than 3 active conglomerates in the city, if you are short on a specific resource, or if you have an abundance of a specific resource. Added unemployment insurance and health insurance welfare systems to policy panel. Added tax for pollution, which affects industrial output for goods, labour requirements and pollution levels. Note: Save files drastically altered. This means old files are no longer viable. Start a new city! Changed UI/UX: Pressing escape closes open windows (as does right clicking). If no window is opened, opens options menu. Rightclicking when building concrete foundation or roads cancels current build process. If no build process is running, deselects concrete foundation or roads. Removed the constraint for max amount of concrete foundations that can be built in one go. Building cost info locked to upper left position. This will be redesigned in the near future. Glitches/Bugs fixed: Cars looping around themselves and going into roads fixed. Sound for construction is no longer overlapped when building concrete foundation or roads. Correct text for concrete foundation now set in the cost display window. Issue where concrete foundations wouldnt be built if assigning to a large area fixed. Wood processing plant now has to correct size (was scaled 1.5x for some reason). Issue where image in the options menu would go full white fixed. Construction guide for buildings, concrete blocks and roads now closes properly. Commision rates when buying/selling resources were incorrectly calculated. Save/Load menu would display all but one cityfile, fixed. Other changes: Wood processing plant moved from category other pollutant to other neutral and can now be placed next to farms, absorbents and forestrys (etc.). More tree variants added. Linux version added, possibly unstable/broken. Daytime post exposure scaled back. New issues/Known issues (an outtake): Sun is vaguely visible through concrete foundations. Possible math bug when calculating happiness level, if you receive massive values all over the place save the city into a new file and send this over for debug. Offers are currently not saved. Density shader still glitched. Pushed to next update (an outtake): Quicksaves. Additional concrete foundations, fancier concrete foundations. Demands and bribes (awaiting confirmed function of offers). Property tax policy implementation. Demolition indicator. Fix for density shader glitch. Fix for sun (currently breaks on build). / Dispersing minds
Hello,
Given the holidays I've not had much time to work on the game, but there has been quite a bit of progress nonetheless.
Catch up here:
http://www.correcturegames.com/atmocity/atmocity-devlog-17/
/ Dispersing minds
Hello, A new entry into the dev log series has been posted at: http://www.correcturegames.com/atmocity/atmocity-weekly-update-16/ Check it out for the latest in Atmocity development. I would also like to see more people join the Discord - https://discord.gg/CeUuyS9 Merry christmas to everyone! / Dispersing Minds
Hey!
A new devlog entry has been posted! Check it out here:
http://www.correcturegames.com/atmocity/atmocity-devlog-weekly-update-number-15/
/ Dispersing Minds
Hello,
I've posted a new entry into the Atmocity dev log series. Read it here:
http://www.correcturegames.com/atmocity/atmocity-progress-report-14/
I've also decided to postpone the beta slightly, keys will be sent out around xmas. This is because I would like to polish up some stuff a bit more before putting the game into proper testing. It will also be a bit more of a late alpha, since some systems are still too unstable and don't work well enough, so they will initially be left out to not cause too much trouble.
I figure the delay will be ok, since the initial date (16th of december) is rather close to holidays anyway, and most people should be busy with other things. :)
I've not yet gotten backt to any of you who have contacted me about beta testing. Instead I will be sending out information, once the build is live.
/ Dispersing minds
Hello, Just wanted to drop a note and say a vote for Atmocity would be appreciated. Cast your vote here: https://www.indiedb.com/games/atmocity / Dispersing Minds
Hello,
I've posted another entry into the series of devlogs:
http://www.correcturegames.com/atmocity/atmocity-progress-update-entry-12/
For those of you who have sent emails interested in trying out the beta version, I will be sending out information to those picked out in the beginning of December. If you don't receive an email then, don't worry, I will be adding more testers as time goes on. It's just easier to work with a select few at first, ironing out obvious flaws, and then adding more testers as those issues are fixed.
In the meantime, join the discord! https://discord.gg/yk296yN
/ Dispersing Minds
Hello, As previously mentioned, the game will be shown at Dreamhack Winter in Jnkping next weekend. The version shown will be an early beta build. The plan is to have a beta build uploaded to Steam and ready for testers 16th of December. You can now sign up for the beta by emailing atmocitybeta (that_thingy_that_goes_here) correcturegames.com Tell me about yourself, what platform you're on and some system specs. You can also apply on the Discord channel! / Dispersing Minds
Hello, I've now created the Discord server. Join in to discuss the game, what you'd like to see added in before and during the early access release and if you'd be willing to help with translations or beta testing. https://discord.gg/CeUuyS9 / Dispersing Minds
Hello,
You can check out the latest entry into the devlog here:
http://www.correcturegames.com/uncategorized/atmocity-progress-update-11/
Discord and beta signup coming tomorrow (yes, it was delayed ;) )
/ Dispersing Minds
Hello, Another entry into the dev log has been posted! Read it at: http://www.correcturegames.com/atmocity/atmocity-weekly-progress-update-10/ There will be a mid week update next week with Discord stuff etc. / Dispersing minds
Hello! I've posted another devlog. It was a slow week, but there was some progress nonetheless. http://www.correcturegames.com/atmocity/atmocity-weekly-progress-update-9/ In other news, the beta version is expected to drop in early december. Shortly, I will be setting up a thread in the discussion forum for those interested in participating. Along with the thread, I will also get around to finally making the Discord server, for those wanting to keep a closer eye on the development of the game and give opinions and feedback along the way. Expect this around the end of the week. Prior to the beta testing period, the game will be showcased at Dreamhack Winter in Sweden on the 30th of November to the 2nd of December as part of the indie playground. If you by any chance are going there, do drop by. :) / Dispersing Minds
Hello, I forgot to mention the latest entry in the game's devlog: http://www.correcturegames.com/atmocity/atmocity-weekly-progress-update-8/ It details some of the recent work, including implementation of policy like tax rates and the ongoing work with a traffic system along with a new building. There will be some more policy added this week along with a new complete set of commercial buildings. Stay tuned! Should be posted on Sunday! / Dispersing Minds
Hello, For those with alpha access, the game has now been updated to alpha version 0.3. This update introduces the upper middle class residential tier, which generates highly skilled labour for use in clinics, hospitals some industry etc. There's also an additional of several new production buildings to produce jewelry, medicines, diamonds and funghi. The global economy system is now fully introduced and can be tracked in a WIP graph window. The local economy will be fully fleshed out in the next version. Roads have been expanded upon, but their functionality is still rather barebones and cars have yet to be implemented. The UI has gotten some extra features and an options menu has been added. More info and eye candy available at: http://www.correcturegames.com/atmocity/atmocity-weekly-update-7/ That's more or less all! The next version should be available mid to late november. / Dispersing Minds
Hello!
Recent development has primarily focused on optimization and under the hood stuff like the economic system and policies, so there hasn't been much to mention here.
I would like to use this space to throw out that I'm looking for people interested in doing translation work for the game. The languages of primary interest are listed on the store front, but if you feel there's a language missing from there that you can help out with, contact me.
I'm also looking for experienced testers. The beta should be around mid to late november, but it doesn't hurt to contact me if you are interested. You get the game for free, and the code will be valid after the game releases too.
I will be opening up a Discord channel two weeks from now! I will get back with more info on this later.
Lastly - images!
/ Dispersing Minds
Hello, I've resolved the shader issue in the 0.2 alpha version of the game. / Dispersing Minds
Hello, I noticed there is a shader glitch in alpha version 0.2. This will be addressed as soon as I can figure out what is not working and why it works in the editor. / Dispersing Minds
Hello, This week's focus has primarily been to reach a new stable version of the game. There's been a lot of under the hood work done - stuff that initially pretty much broke the game and required quite a lot of effort to get working. First of all, the game has moved away from the big block sizes into a smaller block size. Along with this, there will be two sizes of buildings. Currently, only roads and canals are the smaller size, but in the future there will be a set of smaller residential and commercial zones along with small parks and statues etc. Another big change, hinted above, is the introduction of roads. The current implementation is rather simple - each building requires a road. However, there is currently no control as to whether this road leads anywhere. This system is still in its infancy and was therefore cut from the new alpha build. The addition of a road system means the game moves away from a global resource system and into a system where resources are shared within an area connected by roads. This "Island" system as I call it is more or less finished, but as I mention above, the road does not connect different islands and as such, the game still handles resources as if they were global. The finished road system should make it into the next alpha version. This version also features three sets of residential zones and three sets of commercial zones along with the addition of the carbon storage facility and carbon power plant. This means that there is now also a carbon resource. I've also redone the density function meaning that sparse areas of residential zones will not spawn higher densities. This is to avoid areas completely maxing out in areas that do not have a lot of densely packed zones. This also gives cities a more "realistic" skyline. There are now also tool tips to help players understand what is what. Obviously, the game is still very light on information to the player, but this will be added in as more things get finished. There's also been quite a few bug fixes in the game, but I've mainly focused on optimization. I've managed to cut quite a few textures by adding together textures and mapping UVs differently. I've ensured things batch together properly so that there are as few new instances of things as possible meaning I could go from roughly 1500-2000 drawcalls in a medium sized city, to about 500-600. A few things had to be cut from the alpha. Some policy stuff was meant to make it into this version, but had to be cut due to a few bugs needing to be ironed out. I've also pushed the addition of music for now. As I mentioned in a prior post, old save will be broken (unreadable in the game) so you will need to start a new city. For people willing to stream the game on youtube, please contact me via email. I will also be setting a discord channel for those interested in following the game's development and contribute with ideas and feedback! / Dispersing Minds
Hello, A heads up for those who have alpha access, the game will be updated saturday ninth of september. This update is rather substantial and will break save files. This is due to the addition of the smaller block sizes and there's no good way to translate the old save file to accomodate this. Other features in the upcoming version: Building density display. Tool tips. Global economy. New lower middle class tier residentials and commercial buildings. This means three types instead of two will be available. It's possible middle class industrial will also make it. Addition of coal resource and coal plant. Carbon sinks to allow for better management of pollution. Music. More sounds. A basic set of policies like tax rates, minimum wage, unemployment welfare and some other more basic systems. Bug fixes. There might be some more things, but those are the substantial changes. The main point is that the save files will break, so don't make stuff that you can't bare losing. :) / Dispersing Minds
Hello, Here is a condensed version of the current roadmap. August Textures atlases for memory optimization. Lower middle class tier of residential buildings. Global economy. September Addition of more resources and adapting the UI to accomodate this. Adding new production buildings. Start music implementation. Add road system. Finish upper middle class tiers of commercial and residential buildings. October Finish basic sound implementation. Language translations. Finish remainder of all buildings. Finish local economy system. November Add advisor system. Add conglomerate owner system. A system for conglomerates making demands and reacting to policy. Add citizen system. This is the counter balance to the conglomerate system, reacting to policy. December Finish sound implementation. Finish Steam achievement implementation. Finish music implementation. January Beta testing Polish. February Review keys. Further polish. March Early access release As can be seen, we've decided to push the game's release to March 2019. Mostly this is due to some changes in scope rather than delays in production. Although this is an early access game, our goal is to release something that is fairly finished, plays well and is a stable product. As such there is no idea in rushing things to release. The scope changes are changes in block size, the implementation of a more fully fledged transport system (unlike in the images, buildings will require roads from now on) and a more the addition of buildings with smaller foot prints. There have also been some time consuming changes in how we setup building textures to allow for better optimization without too much loss to visual fidelity. / Dispersing Minds
Atmocity
Correcture Games AB
Correcture Games AB
2019-07-30
Strategy Simulation Singleplayer EA
Game News Posts 351
🎹🖱️Keyboard + Mouse
Mixed
(19 reviews)
http://www.correcturegames.com
https://store.steampowered.com/app/779380 
The Game includes VR Support
Atmocity Linux [2.04 G]
Atmocity OST
Features:
- More than 100 different building types, ranging from lower class to upper class residences, from amusement parks to universities.
- Campaign mode with 25 levels of differing difficulty and city sizes.
- A retro mode for those with a fear of heights. Build more conventional cities on the ground.
- Processor: 2GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3GB Dedicated Graphics Card
- Storage: 3 GB available spaceAdditional Notes: Due to an issue with SteamOS. fullscreen mode may cause mouse inputs to not work.
- Processor: 3GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 6GB Dedicated Graphics Card
- Storage: 3 GB available spaceAdditional Notes: Due to an issue with SteamOS. fullscreen mode may cause mouse inputs to not work.
[ 5901 ]
[ 1903 ]