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Author Topic: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System  (Read 11996 times)

ScottFarRoad

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If I may introduce another in-development game that may be of interest...

Atomic Society is a post-apocalyptic town building game with a moral choice system.

Construct, rule and protect your own post-apocalyptic settlement. Judge the lives of the people under you. Set the values and laws for people live by.

What kind of post-apocalyptic society will you make?

Atomic Society is in development by a new team of 4 (all working part-time on the project for now). However, we have had a playable alpha people seem to be enjoying and we've been updating it regularly. Several streamers have looked at the game over the months and we've been getting generally positive comments despite the very early state of the game.

We have been blogging about the highs and lows of making the game since the very beginning (which is what this thread is about, to post updates!)


Current & In-Development Features:

* Rebuild a town after a nuclear war. Set all the laws and values of the people.

* Decide between a range of solutions for every issue.

* Be cruel or kind and make a town that reflects your values.

* Choose how to handle slavery, drug use, murder, prostitution, and many other social issues.

* See the actual crimes and issues unfold around you as you play.

* Learn how to make a town grow in a harsh and brutal environment.

* Face up to problems in the wilderness including radiation and raiders.

* Salvage resources from ruins or convert them into homes.

* Customise and control your own leader character and get involved directly.

* Manage plague, sanitation and healthcare.

* Restore electricity, trade, and industry.

* Expand from nothing nothing to a town of hundreds, if you can.


Pre-Alpha Screenshots:



Converting discovered wrecks into homes.



Expanding into a city



Hanging a murderer.



A bustling forest settlement.



Surviving the nuclear winter.



Where it all starts.



---

We've been as open as we can with the public every step of the way, going back to version 0.0.1, and it's always helped make the game better in my experience so I'm looking forward to hearing the thoughts, impressions and ideas of all those might potentially be interested in a game like this. :)
« Last Edit: September 04, 2017, 07:09:46 am by ScottFarRoad »
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debvon

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #1 on: December 21, 2016, 02:40:20 pm »

What's the thinking behind the "minimum distance between buildings" design choice? Everything looks so spread out. A lot of the town screenshots look like perfectly spaced out grids of buildings. When I think post-apocalyptic society I imagine a bunch of run-down and ramshackle buildings clustered closely together, either for protection or because that's how they were left standing after the explosion. Are there plans to include unoccupied ruins to build in/around?

From the screenshots and videos it seems like you're building a city from raw materials in the wilderness which would explain why things are spaced out. But it's still aesthetically.. odd. Also maybe I'm wrong and that's just the way it's shown in the videos and screenshots, I wouldn't know- I can't allow myself to shell out cash for pre-alphas. Not anymore. I would happily help you bug test your game for free, but I wouldn't gamble my money to help you.
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Sensei

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #2 on: December 21, 2016, 04:01:28 pm »

Can you start a cult?
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ScottFarRoad

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #3 on: December 21, 2016, 06:13:32 pm »

What's the thinking behind the "minimum distance between buildings" design choice? Everything looks so spread out. A lot of the town screenshots look like perfectly spaced out grids of buildings. When I think post-apocalyptic society I imagine a bunch of run-down and ramshackle buildings clustered closely together, either for protection or because that's how they were left standing after the explosion. Are there plans to include unoccupied ruins to build in/around?

From the screenshots and videos it seems like you're building a city from raw materials in the wilderness which would explain why things are spaced out. But it's still aesthetically.. odd. Also maybe I'm wrong and that's just the way it's shown in the videos and screenshots, I wouldn't know- I can't allow myself to shell out cash for pre-alphas. Not anymore. I would happily help you bug test your game for free, but I wouldn't gamble my money to help you.

I must admit it’s not something that occurred to me until you (and someone else) mentioned it. It was just the way I’d decided to personally lay out those towns.  :)

One reason there might seem to be a lot of space is because Atomic Society is unusual in that you can build steep hillside towns on a 3D map, so the ground has to flatten in real-time as your town expands. If we let players build things too close together, one house flattens the ground, and the one next to it is left floating in mid-air. This is a technical limitation of being in 3D.

I think you might like the way it looks more when we add in natural paths. E.g. where the citizens walk regularly little trails will appear. That will help fill in empty space. But it’s a purely visual thing so it’s low down on the list of priorities.

You're not the only person to mention the oddness though, so I’ve been trying to fix it a little bit. We’ve made the game in quite a flexible manner so I’ve been able to reduce the minimum space required quite today in fact, by a third. I think that will allow for much more compact towns in the next update. I don’t think I can get buildings much nearer without causing bugs or leaving space for paths but I’ll see how it goes and improve if possible. Every map has dozens of abandoned ruins from before the war that can be repurposed for your town. 

I understand why you might want to avoid the pre-alpha, that’s totally fine. I only mention it’s available and I’d be a fool not to, and so people understand this is already a widely playable game, not some fantasy on paper.
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ScottFarRoad

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #4 on: December 21, 2016, 06:22:58 pm »

Can you start a cult?

In a manner of speaking yes. One day, (and this may be a while off I’m afraid) I'd like to make religion customisable, but it’s again a tweak to gameplay, not a core mechanic, so it must be delayed for now.

Right now, I suppose every town you make feels like a cult of kinds, as they all obey you, no matter what moral choices you make... The town must obey.
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ScottFarRoad

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #5 on: December 22, 2016, 04:21:19 pm »

New dev blog, our 16th monthly blog since starting development, is now available here. Recaps the story of making the game this year, and looks ahead to the next update.

http://www.farroadgames.com/dev-blog/dev-blog-16-update-5-out-new-trailer-features-to-come-2016-in-review

You can also find all the past editions of the dev blog there if you fancy reading them.  :)
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JimboM12

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #6 on: December 22, 2016, 04:53:54 pm »

An interesting idea, i don't think a city building game with moral choice mechanics hasn't been done since Black and White 2.

I'll happily support the game once it gets posted to steam. Will slavery be a thing? Can't have an evil utopia where the supporters are empowered to step on the lower classes without slavery after all.
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Lokamayadon

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #7 on: December 23, 2016, 03:05:47 am »

Look interresting !
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Retropunch

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #8 on: December 23, 2016, 06:10:15 am »

PTW - this looks great!!

My only request/suggestion is that the game has enough 'big events' that really change things up. A lot of city builders tend to get far too repetitive and comfortable after a while - you've built up a big stockpile of resources, you've got a self sustaining economy and have enough colonists/whatever to absorb any threats like disease quite easily.

The issue is, that in terms of replayability it sort of kills it because you've just 'done it' at that point, even if there's no end game screen. I'd therefore request some strong 'end game' crises - Huge raids, post apocalyptic storms blocking out the sun etc. etc.

I think this would differentiate it from most other games of a similar sort, and really keep people's attention past the usual 'see what all the buildings are' phase.
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MrRoboto75

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #9 on: December 23, 2016, 12:57:24 pm »

Another settlement needs your help
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ScottFarRoad

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #10 on: December 23, 2016, 08:13:19 pm »

An interesting idea, i don't think a city building game with moral choice mechanics hasn't been done since Black and White 2.

I'll happily support the game once it gets posted to steam. Will slavery be a thing? Can't have an evil utopia where the supporters are empowered to step on the lower classes without slavery after all.

Thanks! The Godus farce aside, Peter Molyneux is still a big inspiration. Partly because he's made games where moral systems are a big deal.

Slaver is indeed one of the traits a citizen in your town can have. Certain citizens will try and enslave others. You can choose to lets slavers have a life of luxury vs the misery of those they enslave. 
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ScottFarRoad

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #11 on: December 23, 2016, 08:16:37 pm »

PTW - this looks great!!

My only request/suggestion is that the game has enough 'big events' that really change things up. A lot of city builders tend to get far too repetitive and comfortable after a while - you've built up a big stockpile of resources, you've got a self sustaining economy and have enough colonists/whatever to absorb any threats like disease quite easily.

The issue is, that in terms of replayability it sort of kills it because you've just 'done it' at that point, even if there's no end game screen. I'd therefore request some strong 'end game' crises - Huge raids, post apocalyptic storms blocking out the sun etc. etc.

I think this would differentiate it from most other games of a similar sort, and really keep people's attention past the usual 'see what all the buildings are' phase.

Yes, I totally agree. I always wanted to put an "ending" of sorts in a city building game, a big final event that challenges your city. You can continue playing beyond that point, if you survive it, but it tests your skill as a governor and manager. Perhaps the "government" militia faction comes to test you. I don't know if it will ever get put in Atomic Society, it's still such early days, but it's something on the distant drawing board.
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SharpKris

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #12 on: December 24, 2016, 06:46:03 pm »

PTW looks neat enough hopefully it goes well
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Retropunch

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #13 on: December 24, 2016, 07:31:28 pm »

Yes, I totally agree. I always wanted to put an "ending" of sorts in a city building game, a big final event that challenges your city. You can continue playing beyond that point, if you survive it, but it tests your skill as a governor and manager. Perhaps the "government" militia faction comes to test you. I don't know if it will ever get put in Atomic Society, it's still such early days, but it's something on the distant drawing board.

Glad to hear it! I'd suggest a sort of 'increasing challenge' rather than a singular end event that you have to overcome. Those end events typically end up having some sort of sure solution - you'll know after the first play through basically what's coming, and you'll stock up knowing you just need to survive that event.

I'd instead suggest that - for instance - the weather could get worse, causing heat steadily increasing heatwaves, or increasing radiation could cause more and more people to get sick. Raiders could find your camp, mounting increasing waves against you. I'm sure you can think of better ones, but that sort of increasing challenge would be most interesting to me.

 
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feelotraveller

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Re: Atomic Society: Post-Apocalyptic City Builder With a Moral Choice System
« Reply #14 on: December 25, 2016, 06:17:23 am »

This looks so interesting that you would have my money already but...

I run Linux.  Should I be holding my breath or booking in for a memory wipe as soon as possible?
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