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!
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.
Hi, it’s time for a new devlog!
I have settled for a name for the base building game, After the Collapse. It’s not the most original name ever produced but it still convey the game’s setting. Also while this devlog contains screenshots, be aware that those screenshots are showing placeholder assets and do not represent the style or atmosphere I am aiming for. Now that you have been warned, let’s get to it. 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.
Yes, it has been a long time since the last post and update. I should apologize for that. I had to take some time off after spending 2 consecutive years on the same project. And, I also started to work on other projects in parallel, but it’s a bit early to start talking about those in depth. That being said, Unending Galaxy 1.3 will be released in a few weeks. Read More …