

Progress towards completing the prototype phase of the game feels like it's going so well it’s now getting scarily close to the time when I can start planning our Kickstarter, which may or may not be in February. But then I’d have to call this dev blog making of a prostitute. When that’s done, we can start working on prostitution, as that’s also pretty straightforward.
ATOMIC SOCIETY FIGHT HOW TO
Once that’s up and running, and is cool to witness, we’ll move onto the political side – which is letting players decide how to deal with the murderer. Stabbing folks is just one of many behavioural aspects we have in store.

Obviously if a guard wanders over, they will attempt to stop the crime and arrest the suspect. Also if a passer-by wanders over during the attack they might go and get the authorities or they might be too afraid to do so. It isn’t guaranteed to work out though for the murderer, and can lead to the attacker and/or victim being injured instead. (We'll make motivations more complex later). The process we’re working makes a murderer pick a victim at random when he or she is triggered, lead them away from the crowd, and bump the person off. There isn’t a lot of subtlety to shanking a guy. The first element we’re adding is murder, because out all the issue, it’s most straightforward. We have now started making the NPCs in our game seem more alive and human basically. We have at long, long, (long) last started coding the coolest feature – our law and behaviour system. After almost 30 years of playing other people’s games, seeing someone else play yours is a good feeling. It’s been a big gamble working solid on something for 10 months before you can even see try it out, but that’s the nature of building such a complex simulation.Īnd for the first time I actually got to watch someone else play Atomic Society, and they seemed to be drawn into the experience despite missing stuff and glitches. For the first time we didn’t just test the game, we could play it. It wasn’t missing any functionality, citizens didn’t wander off and get stuck. Mostly importantly, the game didn’t break. I love seeing crowds of citizens living independent lives and doing their own thing. Citizens are now able to intelligently boost all 5 of their needs, and we have 15 fully operational buildings, each with different roles. There are still some buildings that don’t do anything, but the core is in there now. Just before Christmas the team managed to tie up the outstanding elements of the city-building side of the game and get it playable.
