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Games [WIP] Atmocity

Discussion in 'Works In Progress' started by _M_S_D_, Nov 26, 2017.

  1. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,517
    Game looks sweet, not gonna lie
     
    _M_S_D_ likes this.
  2. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    343
    Heh, thanks :D
     
  3. danielburnitt

    danielburnitt

    Joined:
    Mar 18, 2018
    Posts:
    22
    the game looks good. you can tell the "developer" has a love for their creation. I like the imagination and creativity you put into it. Also giving the player a large area to be creative themselves makes this sim city style game stand out from the rest.
     
    _M_S_D_ likes this.
  4. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    Continued focus on new buildings until I have enough to work on the systems.
    The newest addition is the historic museum building. Purposely "traditional" looking. The counterpart - the modern museum - will continue the retro futurism look of most other buildings. :)
    20180421b.png
    20180421a.png
     
  5. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
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    I've continued working on adding new buildings this week, but also started optimizing and tweaking some of the graphical aspects of the game. Implemented proper LOD (two steps for now, a third will be added eventually).
    I have also added distance fog that follows the sun color.
    upload_2018-4-29_11-33-53.png


    I now have three types of farms with production of food - Cereal, Legume and Fruit farms.
    Lower class residents will require no farms, lower mid will require cereal, middle class will also require legume, upper mid will also require fruit and the upper class will require all three and processed food (food processing plant building).

    upload_2018-4-29_11-33-14.png

    The lower mid commercial series now has three out of five densities. One through three seen here:
    upload_2018-4-29_11-34-31.png

    As with all other buildings in the game, they are done "for now". I've started adding smaller objects like street lights etc. to some of the zones, and more of that along with texture tweaks and more details will come later on.

    Game development progresses quite well overall, so I've set a mid/late July target for the next playable version, which should feature roughly half of all buildings and a more full fledged UI along with a foundation for local and global economy and resource management.

    upload_2018-4-29_11-40-36.png
     
  6. _M_S_D_

    _M_S_D_

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    Now I have finished the low mid tier of commercial buildings. :)

    upload_2018-4-30_15-53-15.png
     
  7. _M_S_D_

    _M_S_D_

    Joined:
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    Clinic joins the building roster:
    upload_2018-5-1_12-23-6.png
     
  8. evamariah

    evamariah

    Joined:
    Apr 23, 2018
    Posts:
    14
    This game has a really unique look, I especially like the use of lighting in the cityscapes. Best of luck!
     
    _M_S_D_ likes this.
  9. _M_S_D_

    _M_S_D_

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    Thanks ^_^
     
  10. _M_S_D_

    _M_S_D_

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    Putting a lot of time into more buildings, should have roughly 1/3 of all buildings done (for the time being) by the end of next week. After that I'll be getting into more system development.

    Recent building additions, middle class commercial (third density):
    upload_2018-5-5_15-1-51.png

    High tech manufactory, first density:
    upload_2018-5-5_15-2-21.png

    And another shot of the clinic:
    upload_2018-5-5_15-2-34.png
     

    Attached Files:

    RavenOfCode likes this.
  11. _M_S_D_

    _M_S_D_

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    I've finally gotten around to implementing my own trees which cuts down tri count in the scene. I also added a 6 plane billboard version of the tree - looks ok, is very cheap and allows trees to show at greater distances.

    I've also gotten around to adjusting post processing effects, fog, the day night cycle colors and the reflection probe.

    upload_2018-5-7_18-9-9.png
     
  12. EbalStudios

    EbalStudios

    Joined:
    Nov 20, 2016
    Posts:
    62
    Looking great, so much work have gone into this. Any idea when the final release will be?
     
    _M_S_D_ likes this.
  13. _M_S_D_

    _M_S_D_

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    Thanks :) I have it planned for early access early december, and then a full release a few months afterwards, a bit depending on how much feedback I get. There will be a lot of systems balancing that will require player feedback, so it's a bit difficult to estimate that part of it.
     
    EbalStudios likes this.
  14. _M_S_D_

    _M_S_D_

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    New park type and fourth density of middle class residential:
    upload_2018-5-10_18-18-20.png

    upload_2018-5-10_18-18-48.png
     
  15. _M_S_D_

    _M_S_D_

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    New commercial building finished. A third of all buildings finished! :D

    upload_2018-5-13_19-2-20.png

    The upcoming few weeks will be spent working on systems, so hopefully there will be some more videos soon. :)
     
  16. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
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    Started working on some concepts for canals - yes, there will be canals that make no sense either. ;)

    upload_2018-5-16_18-7-28.png upload_2018-5-16_18-7-35.png
     
    RavenOfCode likes this.
  17. CharisVik

    CharisVik

    Joined:
    Feb 18, 2018
    Posts:
    74
    Very beautiful,i think if u change the skybox for the night time it will be even more beautiful.
     
  18. _M_S_D_

    _M_S_D_

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    Thanks! Working on it :D
     
  19. _M_S_D_

    _M_S_D_

    Joined:
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    Done an overhaul of the building classes. Mainly I've added a new class that inherits from the buildingmanager class, called zonemanager. This class only handles buildings that can grow (residential, commercial and industrial zones). That way I can diet the building manager so that buildings that don't grow don't have to carry around extra weight. :)

    I've continued working on the local economy system. Now I log the amount of buildings a conglomerate owns, I keep track of their density and also decrease happiness drastically if a building is demolished. The system is currently very rudimentary, but having happy conglomerates will be central to building a thriving city and will be a way to offset the effects of economic downturn in the global economy.

    I will be giving the ui an overhaul to allow for the vast amount of buildings featured in the game. For starters, I've changed the code quite a bit. Now, instead of selecting location then building, you select buildings first, then plop them where you want them. The UI will be getting a graphical overhaul in the upcoming two or so weeks.

    Canals are now properly implemented! I added a canal class that checks the current location of a canal in relation to nearby canal tiles. The whole system can be seen here:
    https://twitter.com/CorrectureGames/status/997836129750614017

    To prevent seams in the water depending on tile rotation I've gotten and edited a world space shader and added two normals that pan independently to produce a wave like effect.

    upload_2018-5-19_15-57-13.png

    View of the commercial district on the other side of the canal:
    upload_2018-5-19_15-58-50.png
     
    StevenPicard and QFSW like this.
  20. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
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    Been having to spend quite a bit of time managing my other two games this week along with day job stuff.
    But I have made some progress! I've settled on the resources that will go into the game (possibly there will be additions, but not highly likely):

    goods - produced in industry
    cereal - produced in cereal farms
    legume - produced in legume farms
    fruit - produced in fruit farms
    processed food - produced in food processing plants, input cereal, legume and fruit

    The above resources are required by commercial buildings and residential buildings along with water.
    Because Atmocity is a bit weird in that you're not building a city on the ground, you don't build mines for resources etc.
    So what there is, instead, is a Water Absorbent Plant for water production and Atmospheric Particle Filtration Plants (dirty but efficient) and Centrifugal Particle Extractors (clean but inefficient and pricey) to filter out particles in the atmosphere. The particles are sand, metal particles and silicon particles.
    With these filtered particles as input you will be able to produce concrete, glass, processed metal and electronics that will used to construct buildings and to earn money.
    There will also be forests that produce wood (duh) that can be processed into planks.

    Recycling plants will also "produce" some of these resources.

    With the resources pretty much picked, I will be beginning work on the new and expanded ui. Alongside this work I will be adding in building efficiency, so that buildings that lack fundamental resources like water, electricity and labour won't produce outputs and buildings that lack part of an input will produce less output.

    Work on the new building placement code is now also complete. When selecting a building to place, a hologram appears:
    upload_2018-5-26_20-19-12.png

    The new code also allows for speed placement of buildings - ie, you don't need to click select a new building every time one has been placed. Intended primarily for quick placement of numerous residential, commercial and industrial zones.

    I've slowed down work on buildings and will resort to boxing when testing new things from now on. But there are a few new things:

    Fifth density of middle class is finished for now.


    There is now a hospital building:


    And just some other stuff:


    That's all progress for this week. :)
     
    QFSW likes this.
  21. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    Hello!

    This week I've started reworking the UI. It is by no means finished, but at least now I have a building panel that can fit all the buildings (55 items in total!).

    upload_2018-6-3_12-32-52.png

    Since most of the building functionality is now in, I've started optimizing the code. What I'm most happy about at the moment, is that I've managed to remove a bunch of fields that were in every structure (even building blocks). This means that instead of data like positions, parents etc. being stored at all times, it's only fetched when needed. This should lower the "footprint" of each building.
    Interestingly, most of the code for the core gameplay is pretty much finished. What needs to be added in now is all of the UI functionality and stuff like information to the player. So that means that I will be focused on UI, icons, player info etc. the upcoming few weeks.

    As for the next playable version, I've decided to leave the local economy and global economy out, although the basics of these systems are finished. This is to preserve a bit of time as I will need to get resource management balanced at least acceptably well first.
    So July/August version will feature roughly 1/2 of all buildings and the complete, albeit roughly balanced, resource management system.
    I will have a pre release version sent out to curators and youtubers/streamers around late October. The goal for this version is to have both local economy and global economy systems implemented, resource management well balanced and roughly 80% of all buildings in the game.

    upload_2018-6-3_12-47-1.png
     
  22. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,122
    I quite like it :) Looks fresh, just needs a splash of colour
     
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  23. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    I've let the UI stuff rest during the week and will put in some more work on it tomorrow. I've mostly been working on resource management stuff this week instead, and started making some of the production buildings.

    Electronics factory (will be making some minor adjustments to this one):
    upload_2018-6-9_18-37-52.png

    And the atmospheric filtration plant, used to fetch stuff like metal dust, sand and silicon from the atmosphere (as mining in the sky doesn't make any sense):
    upload_2018-6-9_18-38-25.png

    I should be able to get one more building done tomorrow, aside from more UI work. :)
     
    Billy4184 and QFSW like this.
  24. QFSW

    QFSW

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    Very rustic looking! I like it
     
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  25. _M_S_D_

    _M_S_D_

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    More dirty industry! Not everything in Atmocity is clean and shiny. ;)

    Concrete manufactories:
    upload_2018-6-18_18-23-52.png

    Dirty manufactory density 1 and 2:
    upload_2018-6-18_18-26-41.png
     
    QFSW likes this.
  26. _M_S_D_

    _M_S_D_

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    Finally (!?) back from vacation and back to work on the game. :)

    This (half) week's progress:

    Grammar school:
    upload_2018-7-7_17-54-11.png

    I've finished the 4th and 5th density for the middle class commercial buildings:
    upload_2018-7-7_17-54-37.png

    Which means the middle class tier is now complete:
    upload_2018-7-7_17-54-53.png

    Tomorrow will be spent working on the UI and trying to finish it up for the upcoming demo version alongside working on minor details- :)
     
    QFSW likes this.
  27. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    I've had a very busy week this past week, having to go back to my day job and some other stuff. But I have managed to get a lot of Atmocity work done as well.

    I started the week focusing on code. Something that needed to be done for the upcoming demo was saving/loading. That has now been more or less implemented. I need to add some more variables, namely conglomerate info etc., but other than that, cities can now be saved and loaded. Here's a slowed down view of it:
    https://twitter.com/CorrectureGames/status/1017812319185891328

    Being able to save cities has also meant I can now do some more long term testing. This has meant I could uncover some bugs that have now been fixed. Stuff like values values not resetting. I've also been able to fine tune resource management values.

    I've also connected pollution with health levels. So high pollution levels will lower the health of the citizens which will be costly.

    The population/Labour/work/tax system has gotten a major overhaul and should now be more efficient and stable.

    Towards the end of the week I've focused on buildings once more. The metal processing plant is finished:
    DiFSQDGX0AErhf8.jpg
    Resources will need to be stored. To increase the maximum storage you will need to build warehouses:
    DiIo8uyXkAE_Qsz.jpg
    The last out of three plazas is finished, except for some props like benches and a fountain:
    DiJX2HPXUAElYhw.jpg

    The unclean industry tier is now finished too:
    DiK0C1vWAAEgguw.jpg

    Here's the test city I've been using to save and load and to optimize systems:
    DiJlDzOWsAAw4_R.jpg
    That's all for this week. :) Next week there should be some more interesting stuff!
     
  28. QFSW

    QFSW

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    Mar 24, 2015
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    2,122
    nice! When's the demo?
     
  29. _M_S_D_

    _M_S_D_

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    Soon… ish ;) mid August or so seems likely at the moment, but that can change. It needs to be stable.
     
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  30. _M_S_D_

    _M_S_D_

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    A lot more code stuff has been done.
    Primarily more resource management stuff and making sure cities are relatively stable even when you lose a resource. Don't want cities to spiral into nothingness just because there's a small lack of electricity or similar. :p

    I've also started optimizing graphics by merging emission maps with gloss maps in my own shader. Using .r for metallic, .g for smoothness and .b for emission allows me to compress into RGB formats which saves space.

    Lastly, I've made a replacement shader for use as an efficiency visualization tool that players will be able to access to determine what parts of their cities aren't working properly.

    What is does is display the city color coded from red to green, which corresponds to a 0-1 float that every building has.

    From:
    upload_2018-7-18_15-43-28.png

    Into:
    upload_2018-7-18_15-43-37.png

    Since it's a replacement shader that only requires a float to be fed into it, it is very performant.
    It can be seen in action here:
    https://twitter.com/CorrectureGames/status/1019574803487973376
     
  31. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
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    Hello,
    I've mostly been running tests lately, uncovering and fixing bugs and trying to balance building outputs etc.
    The balancing is mostly stable atm., with inputs/outputs being fairly functional now. Although the final values are still a long ways away, and will mostly be settled on once proper player testing begins.

    I'm also trying to wrap up UI work for the alpha demo version. It remains to be seen if there will be any huge UI changes later on down the line, but atm, it is functional and fairly self explanatory.

    I've also been merging textures so that I can further improve performance. Obviously, most of the optimization both in terms of code and graphics will come later this year, before the game releases. But I figure it's nice to start looking into some possible optimizations already early on.

    upload_2018-7-21_18-29-11.png

    Lastly, I've decided to cut the lower class residential and commercial tier for the demo to save me some time to work on other things, mainly music and sfx as those are lagging behind a bit.
     
  32. _M_S_D_

    _M_S_D_

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    Finished all the buildings for the demo (54 in total, roughly half of the planned total).

    Other than that I've mostly focused on UI work. The UI is more or less finished now, with only another smaller additions planned for the demo.

    City stats panel (to the left), building info, and construction menu.
    upload_2018-7-25_16-15-1.png

    Resource menu (left), another building info panel and more of the building menu.
    upload_2018-7-25_16-15-57.png

    One of the smaller planned changes is to change the color of the numbers, since they lack visibility against certain parts of the sky, along with a destruct button in the building info panel (next to the flip and rotate buttons at the bottom) and load/save/exit buttons.

    Glass works:
    upload_2018-7-25_16-18-12.png

    Up next is to finish up sounds and music and add some remaining polish. Otherwise, the demo is more or less finished (planning to finish it this week or mid next week the latest).
     
  33. _M_S_D_

    _M_S_D_

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    I've decided to shift the old lower middle class commercial and residential tiers down to plain lower class tiers.
    So that means I need to make a replacement lower middle class. Luckily I've felt rather inspired lately, so the new lower middle class tier of commercial buildings is almost complete. Here's the finished density 1-4.

    upload_2018-8-9_19-50-36.png

    There are still a bunch of details missing, and generally, all buildings will receive some touch ups later on, but right now I feel it's best to focus on fast paced production. :)

    I've also started working more on the local and global economy and hope to have an iteration of this up and running by the end of the week.
     
    RavenOfCode likes this.
  34. _M_S_D_

    _M_S_D_

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    And here's the full tier. :)

    upload_2018-8-10_12-9-11.png
     
    RavenOfCode likes this.
  35. virror

    virror

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    Feb 3, 2012
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    2,959
    This looks really cool! I love city management games : )
     
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  36. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    Thanks :D You and me both then! Thousands of hours between Sim city, Sim Tower, the Anno series and Settlers among others. :)
     
  37. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    816
    Looks great, any chance we can get a gameplay video sometime soon? I'd love to see the actual gameplay loop.
     
  38. _M_S_D_

    _M_S_D_

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    Nov 12, 2013
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    Ooh, I forgot to post that here. :O



    This is a bit more than two weeks old, so quite a bit has happened since with tuning Resources etc. And it's not the most eventful video you'll ever see, but it showcases the game in its current state at least.