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Genre: Simulator, Strategy, Indie

Atmocity

QoL patch

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.

On the upcoming update

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.

Game updated!

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.

0.81 is live!

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.

0.81 is live!

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.

Version 0.8 is now live!

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

0.79 is live!

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

0.79 will be live tomorrow!

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

City states, ideology and building stats

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.

Small update

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