![atomic society game latrine atomic society game latrine](https://i.imgur.com/tPMrKaQ.png)
Desperate migrants presumably follow in boats. The plot it is that the mainland was just too violent and/or radioactive so survivors commandeered a ship to the ruins of an island fishing village.
![atomic society game latrine atomic society game latrine](https://i.ytimg.com/vi/Dkl5-D-MXGw/maxresdefault.jpg)
It’s a circular map with 2 levels so you’ll end up building ring shaped cities if you last long enough.
#Atomic society game latrine update
Update 6 brings the second snowy map to the game, "Iceberg". It's not a new version without a new map. We'll add more flexibility as the game gets settled. At the moment our 3 difficulty settings affect how much loot you start with, and how weak your survivors and new migrants are. Others want a more chilled building experience where messing up isn’t so fatal. Some people want a real survival experience where hundreds of lives can be lost if you run out of food. In Update 6 you’ll be able to start picking how challenging you want the game to be. Nick’s total reconstruction of the game last year paved the way for difficulty settings this month. The way we've done it makes it a new challenge, and the way it scales with the population size keeps it interesting. Gameplay wise I'm happy with this new structure, even though it wasn't in the plan (players wanted it). On top of corpse-related diseases it's a big problem. For now, you just need to build them, if you don’t have enough, there is a chance citizens will get stomach bugs and diarrhoea, one of the biggest killers in the third-world. We considered making citizens physically visit the loo but it just slowed the game down too much. You'll have to use your imagination for what happens inside. The bigger the population, the more toilets you need. Each latrine provides “sanitation coverage”. We've implemented a new building to cope with it though, latrines, (which Nani made and Adam coded) are now buildable. Atomic Society now features another killer - poor sanitation. This month we've expanded and altered it so we can have multiple, different diseases on the go. All in all, I'd say we're about 1/3 of the way done with the new version.īack in December, we designed and coded a neat little virus system with different infection rates, and origin points.
![atomic society game latrine atomic society game latrine](https://cdn.akamai.steamstatic.com/steam/apps/514500/ss_03196924e36a777492356c3055a589badc2af1ca.1920x1080.jpg)
Everything mentioned below has already been added. Perhaps too much! I won’t share all of it here, as I don’t want to disappoint if features get delayed. There’s a lot planned for Pre-Alpha Version 0.0.6, over 20 features of various shapes and sizes. But game 2 might be a tic-tac-toe simulator. If you're going to spend years of your life making a game, for practically no pay, with no idea of whether it will succeed, make something you love! AS deserves to be finished. Would I have made a simpler game now, looking back? Probably not. Not that we’re slacking, I just was clueless about how time-consuming it all is. I thought we'd have the game in its present state after a year of development. Taking time estimates for anything in game dev and doubling them still proves to be a good rule. And that's just half the lessons learnt! One step at a time.
#Atomic society game latrine how to
So much happened, from learning how to use Unity, to forming a company, to recruiting, to putting the pre-alpha on sale and updating it. Looking back, it's still astonishing to me that it's 2 years since we started work on Atomic Society, even longer since the planning stages began. Something positive gets added to the game every single day, big or small, and that's good enough. But a slow and steady January helped and progress is smooth and steady again. On the downside, we exhausted ourselves getting the version out and even a 2 week Christmas break wasn’t quite enough to recover fully. But, like it or hate it, the marketing paid off (pun intended), enough cover a few small bills at least. I’m not sure how I managed to do it all in hindsight as we were all so busy. Showing off that trailer wherever I could think to post it without seeming rude. After it was out I decided to bite the bullet and do a marketing splurge to announce it, which is always a fight against shyness. But there's a lot to do first.īefore Christmas we released the 5th chunky update for the pre-alpha version of Atomic Society, the one that finally brought saving and loading and various other stuff that I've talked about in previous blogs. 2017 should be one of the most hectic but rewarding years for us yet as Atomic Society gets ready for Early Access in the summer. Welcome to the 17th monthly dev blog for Atomic Society.