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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:
    2,493
    Game looks sweet, not gonna lie
     
    _M_S_D_ likes this.
  2. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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:
    326
    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_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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:
    Nov 12, 2013
    Posts:
    326
    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!
     
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  9. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    Thanks ^_^
     
  10. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
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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:

  11. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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:
    42
    Looking great, so much work have gone into this. Any idea when the final release will be?
     
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  13. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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
    Posts:
    326
    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
     
  17. CharisVik

    CharisVik

    Joined:
    Feb 18, 2018
    Posts:
    43
    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_

    Joined:
    Nov 12, 2013
    Posts:
    326
    Thanks! Working on it :D
     
  19. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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
     
    QFSW likes this.
  20. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    326
    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. :)
     
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