Hello there! For once, I’m roughly on time for this month’s devlog. I will mostly discuss After The Collapse’s development and pricing. I will also go over the Steam Summer Sale debacle. For those of you who receive this post through our newsletter, the versions 0.5.8 and 0.5.9 got released in the last couple weeks, you might want to check so posts as well.
Well, it has been quite a busy week. After The Collapse, alongside it’s first (obligatory week 1) patch got released on Steam. It fixed a lot of issues with job priorities and the balance in general while adding some nifty things like repair zones. You can take a look at the changelog here. Another patch should follow this week, fixing the remaining issues that have been reported to us while adding some requested features. After that, we’ll start working on 0.5 (while delivering smaller patches when we can afford to do so). Read More …
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 🙂
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.
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. Read More …
This was a decent week. I implemented the two most fundamental parts of any base building game: the ability to store resources in zones for later use, and factories able to convert basic materials into more useful items. Settlers’ ability to move resources around accordingly seems to be working properly. I can have multiple active ‘factories’, building locations and storage zones simultaneously and required goods get moved around without performance or logic problems.
With 1.2 being quite stable now (low/high surrogate bug aside, I will get back to that point further down), it’s time to talk about the next major update. But before going into it and given that I am now talking to hundreds of people instead of a few dozens, it’s time to explain a few things again:
Unending Galaxy version numbers are more akin to software than to games. The game will keep getting updates for as long as it’s possible for me to afford it. The main goal of future game projects is to keep funding UG. All updates will be free, however I don’t discard the option to release mods and maps as optional DLC.
Our next major update, aka 1.3, will be taking care of the military side of the game. The main goal is to make the different factions and ships more unique, make the military and diplomatic bits more interesting, while adding new features and missions to spice up the game when not playing as a faction.