As usual with my “road-map” articles, everything I’m going to write is still in the ‘design’ or ‘early implementation’ phase. The details may vary wildly in practice. I may delay or move some of it, add unrelated things as needed. The point is to give you a general idea, not a detailed picture. Also, this post is going to explain what 0.8x will look like at the very end of its development cycle. The initial 0.8.0 release will just pave the way for those features and will, by definition, be much more limited.
Oh, before we start, just a note regarding 0.7.7. I am aware of some small issues with it, which I promised to fix this week. While I was planning to take a few days off, unexpected family-related issues completely negated those. As such, I have to admit that I couldn’t work on the game at all. Be sure it will be my the first order of business next week. Thank you in advance for your understanding.
Now that we are all on the same page, let’s dive in! 🙂
With the 0.6 branch nearly complete, I think it’s a great time to talk about our next 0.7 branch 🙂
As usual with those road-map type posts, everything I write here is to be taken with a grain of salt. The general goal will stay the same, but the implementation details may vary. I may delay some of it, I might add completely unrelated things, and so on. Also, do not forget that the following post explains what 0.7.x will look like at the end of that cycle, 0.7.0 itself will just pave the way for those features to be included. And as usual, I’m skipping the usual “raw content” (more stuff to build), UI improvements and bug fixes.
It’s time for a new devlog. I will mostly be discussing After The Collapse. And this time, I will be resurrecting a kind of devlog I used a lot with Unending Galaxy, the deep dive in a specific (soon to be released) feature. In this particular case, we’ll look at the expedition system. As usual with this kind of post, everything below is subject to changes during implementation. Still, the core principles should stay consistent.
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.