This article will be serving a dual purpose. Firstly we’ll go over After the Collapse‘s monthly progress report. This time, we’re finally getting into the meat of the game with weaponry and technologies. Secondly, I will address a recurring comment I get, be it on Reddit, here or on the Steam community forums, and by that, I mean the inevitable comparison to RimWorld. So without further introduction, let’s get to it 🙂
This After the Collapse devlog might sound a bit unfocused compared to the previous ones. It’s the result of me starting to glue together all the parts (detailed in the previous devlogs) together. While it is still very bare-bone, it’s definitely heading in the right direction. And by that, I mean it starts looking and playing like an actual game.
As I’ve been working on making a decent looking map generator for After the Collapse over last month, this article will serve a multi-purpose goal of being a devlog, a coding tutorial for other programmers, and a modding tutorial for you guys. We’ll be talking about making good looking buildings using procedural generation and putting everything needed in a small, human-friendly text file. I’ll try to keep it simple and understandable for anyone, even without coding experience.
First of all, this devlog is long overdue and happy new year! So, a lot has happened since the last article regarding the game both directly and indirectly. I am going to detail the concrete improvements I made to the in-house build and go over After the Collapse‘s release and development goals. As usual, and while I generally try to not over-promise, keep in mind that we’re still in a very early stage, as such it is subject to changes. Fair warning, its a meaty article to make up for the lack of activity in January.
In any case, happy reading 🙂
Hi there, it’s time for another devlog detailing the progress made on After the Collapse, our post-apocalyptic base building game. This article is mostly going to explain the systems I’m putting in place to have varied and interesting survivors. For the newcomers, I would suggest to give the previous article a read first. I will also go through various improvements being made to the user interface and game systems. Enjoy!
This is a design document explaining After the Collapse‘s game flow. As we’re still way before the alpha stage, not everything is set in stones and is still subject to changes. That being said, while details may vary, it will still give you an idea of how the game is going to play. It will also put the devlogs into context. Comments are welcome, of course.
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Hi and welcome to the third devlog about After the Collapse, our post-apocalyptic base building game! Since the last article, a lot of work went into properly implementing multi-tile agents, the save/load feature and tweaking the game’s UI and rendering engine. Let’s check our progress, and as usual: screenshots are mostly using placeholder sprites and assets.