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Genre: Simulator, Strategy, Indie

Atmocity

0.62 will be live in a bit!

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.

0.61 is live!

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).

0.61 will be live soon!

Hello,

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





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



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



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

Minor update

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

Small patch

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

Sixth density residential buildings underway!

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.

0.6 is live!

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.


Sanctuaries and decoration adjustments

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.

Fix for tutorial glitch

I've fixed a bug in tutorials introduced in the most recent version. It should all work now.

/ Nick

0.59 is live! Custom worlds implemented

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.