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First Days of Atlantis

 
Devlog 8: Halloween and moreOct 23, 2021 - Community AnnouncementsHello everyone! ๐ŸŽƒ๐Ÿฆ‡ It's the first time since the game's release that I'm writing a devlog and the Halloween update for the game just dropped. That means I'm going over the latest changes to First Days of Atlantis as well as everything else that has happened since the release of the game. So grab yourself a hot beverage of your choice and let's dive right in. The Halloween Update The latest update is all about color schemes, which you will notice right away when you open the game since there's a new button in the menu specifically for colors. This also fulfills a wish almost all players had from the very beginning: They wanted something to do with all the gold they earned in game. How so? The button brings up the new color scheme shop, where you can spend the gold you earned to unlock new color schemes. {STEAM_CLAN_IMAGE}/39996330/8804f204213a4c75f22d2d60b54f4ce64edb81c5.png In this dialog you can also disable and enable the color schemes you already unlocked if you want to play with a specific one or don't want to play with your least favorite colors. To fill the new color scheme shop up a bit, the update also brings a total of five new color schemes to the game including a seasonal Halloween color scheme. {STEAM_CLAN_IMAGE}/39996330/f9d3c5b52faa17953dc8450bbb0af6f244ecfa27.png The color schemes themseves also got some new features. Previously it was only possible to change the colors of everything on the ground, meaning the terrain, buildings, trees, rocks, etc. Now each color scheme can come with it's own set of models for trees and special (seasonal) decorations and the color of the sky can be changed. This allows the Halloween scheme to have gnarly old trees, pumpkins and other spooky decor. Also it is set during night! {STEAM_CLAN_IMAGE}/39996330/00251ec12c3520eee4cad72c3d125d4f12278dc9.png Previous updates Since I didn't write any devlogs for the other updates that came since the game's release, I wanted to give a quick summary here, where more people can see it. If you've already read all patch notes feel free to skip this section... and thanks for sticking around! So, what has happened up to the Halloween update? I fixed various smaller bugs, for example with the leaderboards or the terrain generation, but I also released some new features most of which were proposed by the players. New game mode with bigger maps Support for widescreen displays Automatically sort cards in your hand Rotate the camera with mouse (Q & E on the keyboard also work) Otters Along with these changes there were also some smaller improvements like new terrain generation presets, a new color scheme and improved terrain generation for the larger maps. The Road Ahead For the next updates I want to focus on improving legibility since sometimes it can be quite hard to tell at a glance which building is which or where exactly the range of your temple ends. Also there will be new color schemes added for you to unlock. In case you haven't seen it yet, I'm also working on a...Update Notes for September 28thSep 28, 2021 - Community AnnouncementsHello everyone! another month, another little update for First Days of Atlantis. Here's what changed: Improve terrain generation for large maps Rotate the camera by pressing the mouse wheel down and moving the mouse Added new color scheme Added new map template for generation Hope you enjoy these improvements. Let me know if you have any ideas on how the game can be improved. For those of you coming from my TikTok, the secret letter is H. Oh, also check out the new game I'm working on: https://store.steampowered.com/app/1712340/Jerichos_RoseUpdate Notes for August 14thAug 14, 2021 - Community AnnouncementsHello everyone, here's another little update for First Days of Atlantis. Added the option to automatically sort the cards in your hand. Added bigger maps for longer games. They are still pretty basic, so if you have any ideas for the bigger maps, let me know. You can rotate the camera with Q and E on your keyboard (this one was possible before, but I forgot to tell anyone...) Also the Steam page for my second game "Jericho's Rose" just went live. It would mean a lot to me if you'd check it out and add it to your wishlist https://store.steampowered.com/app/1712340/Jerichos_Rose/Update Notes for July 19 (Version 1.0.1)Jul 19, 2021 - Community AnnouncementsHello everyone, here's the first little update for First Days of Atlantis. The following changes have been made: Added wider aspect ratios than 16:9 (If you have any trouble with them please let me know) Added the otter Oswald and his friends. They swim around the fishermen. Fixed bug with the display of leaderboards Hope you enjoy these changes! Have a nice week!Devlog 7: Approaching the Finish LineJun 6, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been two weeks since the last update and unlike last time I could actually work on the game in both weeks. This - and the fact that most of the big topics were already finished - allowed me to tackle a lot of smaller things that got overlooked so far. So grab your cool drink of choice (I've got my iced coffee right next to me as I'm writing this) and let's take a look at everything that changed since the last devlog. New Quest-System The new quest system was mostly done the last time, but it wasn't released yet as the translations were still missing. Now they're all done and the new quest system is already in the hands of the testers. A quick reminder of what changed with the new quest-system: Quests are now divided into three major quest-lines, each of which unlocks buildings with a different focus for earning money. This allows you to pick the playstyle you like most or find most suitable for the current map. {STEAM_CLAN_IMAGE}/39996330/a4ab3aeac5a3c6d23ac262fb6c5b7851952999f9.gif Tutorial This is something I put off for way too long, but First Days of Atlantis finally has a tutorial. It's quite basic and only teaches you the minimum of what you need to know to play the game. I think that's alright though, as a lot of the fun comes from finding out how to best combine differnet buildings and how to progress through the quests. The tutorial is also entirely optional and you can choose to do it again any time if you haven't played the game for a long time. {STEAM_CLAN_IMAGE}/39996330/f86524f742ab771f2aba8a686be4a1c9dc266e75.gif Small Changes and Quality of Life You can now share your highscore on Twitter with the share-button on the game-end screen. You can now see the quest tooltip in the package selection screen. Added new background music. Fixed translations for the bath house and theater not working in the quest tooltip. Fixed a bug that would change the language to English when opening the settings menu. Fixed a bug that would crash the game if you don't finish a quest before reaching level two. Fixed a bug where the photomode wouldn't end when you press escape. Fixed a bug where the game would crash when loading a saved game. Platforms no longer do the animation for earning money. Thank You! Thank you for reading! Let me know what you think about the changes. If you're interested in testing First Days of Atlantis before it releases let me know over on Twitter, I still have some beta keys left. {STEAM_CLAN_IMAGE}/39996330/13e9a4e838a8f344956a558c93747169c5aecad6.gifDevlog 6: Sometimes you have to break things...May 23, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been two weeks since the last update, so let me show you what happened in that time. Unfortunately I had surgery this week, which means it's pretty much just one week of development and none of the changes are actually released as of now. Let's take a look a the changes anyway, shall we? New Quest-System Testers liked the quest system a little better than the previous system where you would get completely random building packs. They do currently have one big drawback though. You can only progress in three quests at once, while there are enough different quests so they can block you from doing the quest you actually want to do. I kept thinking how I could best address this problem, but always found myself in similar situations. I needed a system that gives more control to the player. {STEAM_CLAN_IMAGE}/39996330/a4ab3aeac5a3c6d23ac262fb6c5b7851952999f9.gif So this is what I came up with: There are three quest lines that progress towards one of the three major buildings (arena, oracle and lighthouse). This means you can always do the quest that makes the most sense to you without having to finish a quest first just to free some space. To make this new progression throughout the game smoother I also dropped all the previous quests and card packages and replaced them with completely new ones. Also you get the next quest for a quest line as soon as you finish the old one, without having to select one of the unlocked packs first. Redesigned Buildings I changed the mechanics for some of the buildings so they better fit into the new quest structure. Bath House Now produces additional gold for every oil press on the whole map. Harbour Now produces additional gold for every storage in range. Lighthouse The lighthouse got promoted to be one of the major buildings. As such it now doubles the production of all harbours and all fisheries on the map. Tavern The tavern now produces an equal amount of gold for each house and each villa in range. Also it is available earlier in the game. Theater Now produces additional gold for each house in range and each cheese dairy on the whole map. Small changes You get a fixed set of starting cards now The packs containing the major buildings can only be selected once before you have to unlock them again Made the gold thresholds for new packs less arbitrary in the beginning of the game Thank You! Thank you for reading! Let me know what you think about the changes. If you're interested in testing First Days of Atlantis before it releases let me know over on Twitter . {STEAM_CLAN_IMAGE}/39996330/13e9a4e838a8f344956a558c93747169c5aecad6.gifDevlog 5: Ain't Nobody Got Time For That?May 9, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been another two weeks and I've got a new update for you. This time I did some behind the scenes stuff to improve the experience of playing, which is why the list of changes is a bit smaller this time. I'm pretty sure you'll like these changes though. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes in this update. Package Selectors Previously the package selection screen would give you hardly any information on what you'll get when selecting a package. While this might not be so bad for more experienced players, it's pretty bad for new players as they have no way to plan ahead this way. That's why I changed the package selection screen so it shows you the icons of all cards you get and I added tooltips so you can get a full list of buildings for each pack. {STEAM_CLAN_IMAGE}/39996330/1391240c2ae6c40391f80a77e04beb503397d6a6.png Reduced Loading Time This is the majority of behind the scenes work I did in the last two weeks, but it really payed off. Previously a new map would take somewhere around 15 seconds to load on my development machine and a lot longer on some more lower end PC such as my old laptop. Good news is that I managed to reduce the loading time by about 90% so it only takes around 1-2 seconds to load on my development PC. {STEAM_CLAN_IMAGE}/39996330/d1b3aa51d74a214aa557be258317e080d2c57777.gif The problem here was taht I did a lot of unnecessary work when loading a new map. Most of this work was calculating where the Atlanteans could walk. I did calculate this for the whole map upfront, which is really unnecessary as they only walk around between your buildings. So now I calculate the walkable area whenever you build something. The current solution can lead to some hiccups during gameplay if you build buildings far apart, so there's defenitely still room for improvement, but you can start playing a lot faster! Small Changes & Quality of Life Improvements Fixed a problem with german translation You can now enter screenshot mode after the game has ended Fixed a problem where no new quests would be shown Fixed a problem where randomized cards in packs would always yield the same card Thank You! Thank you for reading! Let me know what you think about the changes. If you're interested in testing First Days of Atlantis before it releases let me know over on Twitter . {STEAM_CLAN_IMAGE}/39996330/13e9a4e838a8f344956a558c93747169c5aecad6.gifDevlog 4: I've Got a Mission For YouApr 25, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been another two weeks and I've got a new update for you. This time I actually finished the feature I wanted to show you last time. It was a bit trickier to implement than I thought, so I think it was a good decision to give it some more time. I also got around to fix and improve some points the playtesters found. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes in this update. Quests Up until now it was completely random which cards you could choose from when you level up. While this meant that there is more variety between individual runs, it also lead to people feeling like they are not in control and that success is more or less random. To counteract this feeling I added a system where you can unlock new cards by building certain types of buildings. You can now have up to three quests located underneath the gold counter. Each quest has a set of prerequsites that you must fulfill by placing buildings. Once you've met all the criteria, you unlock a new card pack that is also more likely to appear on your next level up. In my personal tests I found this to give me a lot more control over how the game progresses. But I also found it quite hard to balance quests so you don't get stuck or fulfill them too quickly and I have to do some more tweaking here before everything feels as smooth as I want it to be. {STEAM_CLAN_IMAGE}/39996330/a4ab3aeac5a3c6d23ac262fb6c5b7851952999f9.gif Improved Card Display Previously the cards felt a bit stiff and unnatural. That weird feeling came from cards reacting when you don't even hover over them with your mouse and the fact that they were locked in place while you have a card selected. I fixed both those problems by having the cards interact better with the mouse. When you have your mouse close to the cards they are fully visible and when the mouse is somewhere else the cards are moved to the side to give you a better view of the map. I also improved the highlighting of the card you are currently hovering over, which includes that the card will in fact only be highlighted when you hover over it with your mouse. Now the cards feel a lot more natural and behave more like what I would expect. {STEAM_CLAN_IMAGE}/39996330/8d6ea2067dba42f82908a41075aafbcf9317d744.gif Small Changes & Quality of Life Improvements Games now end when you only have platforms left in your hand as you can't eran any more money Production inicators now work on the first tile after you select a building card Fixed production displays showing nothing after loading a game Fixed some buildings not loading properly Fixed fishers and harbours spawning under water when loading a game (you can actually see this one in the gif for the new card display) Thank You! Thank you for reading! Let me know what you think about the changes. If you're interested in testing First Days of Atlantis before it releases let me know over on Twitter . {STEAM_CLA...Devlog 3: Quality of LifeApr 11, 2021 - Community AnnouncementsGood morning everyone! โ˜• Another two weeks have passed and here's another update for First Days of Atlantis. Unfortunately I was sick the past weekend, so I couldn't finish an exciting new feature, which is a bit of a shame. But you can look forward to it in the next update! If you're curious you can check out my Twitter for a sneak preview! But let's not focus on what's not included in this update. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the actual changes. Gain a Quick Overview The bigger your city grows the harder it gets to keep track where your most profitable buildings are and where you built most of your houses so that you can build your tavern right next to them. So now when you have selected a building and look for a location to build it, the other buildings will display their potential increase in production in green, their current production in gold and an icon showing their building type. That's a lot more information to help you make the right decision compared to just showing the potential increase in production as it was in the previous version. {STEAM_CLAN_IMAGE}/39996330/c031cc56db06eab6529d50795d6f6bce004c55ec.gif I also added an info overlay for when you want to access that same information without having a building selected (and risking to build it accidentally). To show/hide the info overlay you can use the new "i"-button on the right side of the screen. {STEAM_CLAN_IMAGE}/39996330/b8172d497309b26837e6077fe10456911023e91e.gif Loading Screen This isn't really exciting, but I wanted to mention it, since the lรถast update had one major problem. The addition of people walking around the islands added a heavy load when starting the game. This could lead to the game not responding and windows falsely assuming that it has crashed. So I did some behind scenes work to address that issue and added a loading screen while I was at it. {STEAM_CLAN_IMAGE}/39996330/3cbb9edb78fa54027fd89673a649f12be70cc70d.gif Small Changes & Quality of Life Improvements Reduced the wait time by allowing you to build during money collection. Fixed flickering cards when you only have two in your hand. Fixed an issue where people would start to just wiggle around when there's a lot of them. Added some missing translations Thank You! Thank you for reading! Let me know what you think about the changes. See you again for the next update... or over on Twitter if you're curious about the new feature. {STEAM_CLAN_IMAGE}/39996330/13e9a4e838a8f344956a558c93747169c5aecad6.gifDevlog 2: Meet the AtlanteansMar 28, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been two weeks since the first update and some exciting new things have been added to First Days of Atlantis! So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes. There's People! This is something that I wanted to add from the very beginning, but I wasn't sure how the performance would be, so I put it off for waaay too long. But finally there are actually little people walking around in the cities you build. Say hello! Right now there's one problem though, the new people system adds some heavy load to the start of a new round. That's something I have to address in the next update. {STEAM_CLAN_IMAGE}/39996330/2f43ee3a903ddbf41f71240f0f10fdb96aa261fe.png New Building I wasn't really satisfied with the strict separation of agricultural and civilian buildings, so I tinkered around a bit and with the help of a beta tester I made the first step to address that issue. I removed the two seaweed buildings and instead added a fishery (which is kind of an obvious building for the setting, which makes my question why hadn't already added it). The fishery is an agricultural building and therefore interacts with the storage. But it also increases the production of the harbour and therefore the lighthouse, both civilian buildings. {STEAM_CLAN_IMAGE}/39996330/100451934f801ae785a045e928bfef4771b49746.gif Game Flow As mentioned in the previous section, I'm not satisfied with the strict separation of civilian and agricultural buildings. Aside from adding the fishery I also tweaked the packages a bit so every package includes at least one civilian and one agricultural building. Also packages now contain more cards to allow you to plan a bit further ahead. {STEAM_CLAN_IMAGE}/39996330/1bff9e82c61922bac0157d47ba0327cc466bac53.png Small Changes & Quality of Life Improvements Add VFX when petting sheep. Disabled all camera movement while in pause menu. Close all menus with the escape key. Deselect current card with right mouse click. Fixed problem with the Steam leaderboards when you don't have a score yet. Fixed a bug where you could quit during package selection, which messed up the save files. Fixed some rendering problems with VFX. {STEAM_CLAN_IMAGE}/39996330/13e9a4e838a8f344956a558c93747169c5aecad6.gif Thank you Thank you for reading! Let me know what you think about the changes. See you for the next update!Devlog 1: Boats, Boats, Boats!Mar 14, 2021 - Community AnnouncementsGood morning everyone! โ˜• It's been ten days since the store page for First Days of Atlantis went live and I've just published the first update. So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes. Steam Integration The first one is a no-brainer, but I thought I'd mention it first to get it of of the way. I wanted to include as many features as I possibly could, so the game supports cloud saves, leaderboards and I added the first eleven achievements. Some of the achievements are straight forward, like the Settler achievement, which requires you to earn a total of at least 1000 gold. Other achievements require you to do trickier things, especially the hidden ones. I'm excited to see how long they will stay hidden. {STEAM_CLAN_IMAGE}/39996330/8203c972cc70e8d3e0ac071cd5feb76251a1805d.png New Buildings I added three new building models: the lighthouse, the upgraded harbor and the fully upgraded villa. The villa and the harbor are visual upgrades only, so they don't change the gameplay. The lighthouse on the other hand is a completely new building. It doubles the production of all harbors within its gigantic range of five tiles in any direction. This means you can get a lot more income from markets and harbors without blocking any precious space in your settlement. {STEAM_CLAN_IMAGE}/39996330/6cf733a2e2ab4fa61271fbb1156f43009363eea4.png Ships Together with the new lighthouse and the upgraded harbor, there are now ships that arrive at your city from distant islands. You just need to build a harbor and then the merchant ships will come and dock for a short time, before moving on. This is also just a visual change, but it adds so much more life to the world. I love it! {STEAM_CLAN_IMAGE}/39996330/962433594e326ae9919962fdee592b3fcafbbc9d.png Small Changes & Quality of Life Improvements There were more changes, that are rather small, so here's a quick summary: Two new biomes Correctly show the range of all buildings Tooltips on the game-end-screen Translation of package titles Bugfix for platforms Bugfix for save files Thank you Thank you for reading! I hope you enjoy this first update, I plan to release one at least every other week until release in summer. I hope you have a great day, see you next time!