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Genre: Simulator, Strategy, Indie

Atmocity

Small change

Hello!

I've updated the game to get the hydrogen power plant back in action, it was missing from the building menu. I've also done a small change to trade to remove a constraint where selling items would max out at 100 per time tick. This was an old constraint based on how trade used to function.
Since I seperated in/outgoing human traffic by adding a distrinct goods transfer capacity type along with a goods port building, this constraint no longer made any sense. So now the amount of goods you can ship and receive depends on the capacity of the city, ie. how many goods ports you have (atmoports add a bit too, but not nearly as much).

Updates have been slow this year, primarily due to an insane work load as well as having spent most of the first four months of the year being ill. I also moved in november and just recently got everything properly set up. I'm hoping development of the remainder of the game will pick up! The todo list as far as new stuff is fairly small now after all, so most of what remains is polish, polish and more polish. :)

/ Nick

Update to improve calculating connections

Hello,

I've updated the game to further improve performance when calculating connections.

More updates are underway!

0.912 is live!

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.

0.911 is live!

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.

0,91 is live!

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.

0.909 is live!

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.

Small update (0.9085)

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!

0.9075 is live!

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.

0.905 is live! Fix for building rotation issue and much more.

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.

0.9 is finally live! :)


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.