I really need to find a better naming scheme for those articles at some point. Anyway with 0.6.5 (and hot-patches) released , it’s time to have a look at what’s planned for the next major update. As usual with those articles, it’s subject to change during the development, but it will still give you a fairly accurate idea.
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.
Anyway, let’s get started! 🙂
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.
Anyway, let’s start! 🙂
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 …
Well, it seems like I can post one last devlog before the release date! We should release After The Collapse between the 4th and 9th of October depending on some external factors. The devlog is going to be a bit shorter than usual, but I really wanted to showcase the last 2 missing features: Expeditions and Trading. I mean, a truckload of other things have been implemented, improved and fixed. But going over the last month of coding would spoil some of the fun. And quite frankly, too much has been done for me to list every single little detail.
But, before that, a few announcements are in order! Firstly, I just opened the ATC Wiki. it’s extremely bare-bone presently, but this is where the complete documentation will end up, the same way I did for Unending Galaxy. Secondly, we have a discord channel now! You can join by clicking this link (and waiting a bit, so you won’t have any other choice than reading the rules). I can’t promise i’ll be on 24/24 obviously, but it’s a good way to catch me in a less formal context.
That’s about it for now. Let’s get to the devlog 🙂
Before we get into it, I have a few announcements to make:
Firstly, a month ago I promised another update for Unending Galaxy. Sadly, this is not going to happen until After The Collapse is officially released and the first few emergency patches have been delivered. I’m already on a 12h a day / 7 days a week schedule. I just can’t find the time to get around it. As much as I don’t like to leave people hanging, I’ve to admit I’ve bitten a bit more than I can chew on that one. So my deepest apologies to everyone involved. UG will get patched, but only in a couple months.
Secondly, If you look at the After The Collapse menu on top of this page, you’ll see a Bug Tracker link. It’s a system used to keep track the development, bugs, and potential features. You can register there and post bug reports, ask for specific features, and so on. Not everything i’m doing currently is included there, as it wouldn’t make much sense before release, but this system will be the best place to post about bugs, issues, and keep track of the game’s development in real-time in the future.
With that out of the way, let’s dive into the devlog proper 🙂 Read More …
It’s time for our 10th After The Collapse devlog. But before we go over that, I’d like to thank Ranalcu for his donation. As stated a while back, donations aren’t necessary, but hey, it’s appreciated! 🙂 Anyway, there is a lot to go over. Agriculture is the big item in the room. But a lot of work has also been done in other areas with a menu showing details about the settlers’ mood, a major upgrade to the trait system (which is kind of misnomer, as it’s used for injuries and sickness too). Map decay, for that post apocalypse feel. On screen filters, etc.
Let’s get to it, shall we?