After the Collapse [devlog#8] Weapons, techs, and expectations

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 🙂

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Procedurally Generated Buildings

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.

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After the Collapse – devlog #5: There Shall Be Light

Hello there!

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 🙂

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After the Collapse – devlog #4: Survivors and UI

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!

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After the Collapse – devlog #3: Multi-Tile Agents

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.

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