Atlas architect обзор

Обновлено: 03.07.2024

I'm not sure if anyone has mentioned a feature like this (I read the discussion about clicking and dragging land to create it). I would love to see increased hex sizes for large land building, either in trios, quads, sixes, eighteens, something like that. Also, Atlas is so much fun to play in. I've been making fantasy maps since I was a wee lad, so this is awesome. Thank you! :D.

Suggestion: - Instead of placing land then clicking on it multiple times to elevate it, can you make it so that the elevation level can be adjusted by scrolling the mouse wheel? That way changing the tile props will only be done by clicking the mouse wheel. And also make it able to click-hold-and-drag a chosen tile upon an area. - Snow Forest doesn't seem to be available in the game. There are other types of trees that can be added such as the giant redwood trees (2 or 3 times as tall as the forest tile) .

This is a game that will let you express your creativity and create a magical world. Every click leads to a new possibility and your only limit is your imagination. Atlas Architect lets you create a wide variety of worlds and maps quickly and easily.

The idea behind it is that it should be a relaxing and creative experience, every click should uncover a new possibility and there are no wrong moves. Whatever you decide to build will blend seamlessly and the end result will be an organic world. There are several biomes that you can pick and choose from and each have several unique storytelling elements that will be fun to explore as you build your world.

Systeemeisen

    Minimum:
    • Vereist een 64-bitsprocessor en -besturingssysteem
    • Besturingssysteem: Windows 10
    • Processor: Core i5-7500 / Ryzen 5 1600
    • Geheugen: 1 GB RAM
    • Grafische kaart: NVIDIA* GeForce GTX 1060 or AMD* Radeon RX 580
    • DirectX: Versie 12
    • Opslagruimte: 4 GB beschikbare ruimte
      Aanbevolen:
      • Vereist een 64-bitsprocessor en -besturingssysteem
      • Besturingssysteem: Windows 10
      • Processor: Intel® Core™ i7-7500
      • Geheugen: 1 GB RAM
      • Grafische kaart: Nvidia 1070 GTX
      • DirectX: Versie 12
      • Opslagruimte: 4 GB beschikbare ruimte

      You can use anything created with this game in any sort of commercial work. For instance if you need a map for a book, a world for a dnd campaign that you are releasing or anywhere else where you would use this in a commercial product.

      Small patch to add a hexagon overlay over the world. You can now toggle on a hex grid to show the borders of the hexagons.

      Also fixed an issue with snow + forest tiles not working correctly.

      Small bugfix patch:

      - Forest didn't work properly with snow. There are now snow trees.
      - Increased max range you can zoom out. This will be improved in the future (will change the zoom speed when you zoom further out)

      Update 1.0 is finally here!

      This game/tool/playground now has all the features that I planned for the full release! I'm very excited about this, I've worked on this for almost a year now and it's been really fun to see the whole thing evolve and grow from a small hobby project to something so many of you are using!

      If you find any bugs with this update I would love to hear it. It's been live on the Beta branch for about a week and I've only seen one small bug that is fixed in this update. And as always, if you have any feedback, feel free to write it here on the community page for Atlas Architect or ping me on twitter @danialrashidi!

      It's not officially out yet on the default branch but here we are. Version 1.0 of Atlas Architect! This update contains all that was planned for the full release of the game. I'm releasing it on the Beta branch first to see if there are any bugs that show up so that I can fix them before it hits the default branch. Below you can find a change list of the things that have been fixed or added to the game:

      • Redesigning the way you place biomes. You can now choose a type like Land, Water, Islands, City as well as a biome like Forest, Sand, Snow and mix and match those to different combinations. This give you a lot more variety when placing tiles since you are no longer forced to use grass with city for instance.
      • Updated UI Icons (These will get another polish pass before it comes to the default branch)
      • You can now flood fill either a type or a biome to the entire map so you can start off with snow everywhere for instance. It's currently pretty slow since the world is large. I am hoping to optimize it a bit.
      • Buttons now have tool tips.
      • Loading levels look a bit more polished and visually interesting.
      • Undo/Redo should be fixed now. If it's still buggy, please let me know.
      • Rivers are updated and should work in different combinations.
      • Screenshots now capture both a high res image without UI and a regular resolution image with UI.
      • Loading saved maps should have correct materials everywhere now.
      • The seed for randomization is not affected by changes to neighboring tiles and is correctly saved with the save file.
      • City Harbors
      • City Markets
      • City Parks
      • City Plazas
      • Castles
      • Hills
      • Elven Cities
      • Dwarven Cities

      Just moving the update from the Beta branch to the default branch. Here is a summary in case you missed the previous update notes:

      • Re-arranged the UI a bit in preparation for the next patch. Water and Natural features are now combined under one button in the menu to the right.
      • Updated look for cities and villages
      • Updated color palette to match the new buildings
      • I have started preparing for the living world things that I will add in the future. The small addition here is the ability to spawn depending on tiles. Houses now have a chance to spawn smoke coming from the chimney.
      • Labels don't save sizes of the label correctly
      • When typing a label, if you press "F" it frames the world. It shouldn't frame the world when typing in labels.
      • Labels reappear after loading a saved map, even if you delete them and save.
      • A lot of props have green color instead of whatever color they are supposed to have.

      I just released a small bug fixing patch on the Beta Branch so you'll only get this update if you are on the Beta branch. It includes a few different things. One of the major changes is that cities have a new look to them. This is in preparation for the next patch which is very content focused and will have several new biomes as well as an expanded way of combining biomes (city + desert) or (village + snow). It's still in the works so it might take a couple of weeks.

      Here are the patch notes for this bug patch:

      • Re-arranged the UI a bit in preparation for the next patch. Water and Natural features are now combined under one button in the menu to the right.
      • Updated look for cities and villages
      • Updated color palette to match the new buildings
      • I have started preparing for the living world things that I will add in the future. The small addition here is the ability to spawn depending on tiles. Houses now have a chance to spawn smoke coming from the chimney.
      • Labels don't save sizes of the label correctly
      • When typing a label, if you press "F" it frames the world. It shouldn't frame the world when typing in labels.
      • Labels reappear after loading a saved map, even if you delete them and save.
      • A lot of props have green color instead of whatever color they are supposed to have.

      Another update is now upon us. Version 0.1.3 is now live on the default branch, which means that the stable branch gets moved up to 0.1.2.

      This update is focused on the most requested features + whatever was most fun to work on when it came to improving the building experience. Hopefully these changes will make navigating the world and building easier with improved options and controls.

      Change log for 0.1.3:

      • Labels - You can now add labels to tiles (options to make them bigger/smaller as well)
      • Option to toggle visible borders of the map so you know how large you can make the world
      • Generate a black and white "height map". Can be used to save out height maps for 3D printing
      • Settings menu
      • Sliders for performance vs quality
      • Max FPS toggles in settings menu
      • Option to toggle moving the camera when mouse is near the edge of the screen
      • Option to toggle on compass
      • Camera can no longer move past the bounds of the world, floating you off to the eternal beyonds.
      • Disabled clouds in Map Mode
      • Topographical view mode (sort of)
      • Hit "F" key to frame the world
      • Free camera smooth motions are not frame rate independent
      • Tree LODs look bad and get incorrect color in "Map Mode"
      • Sky is black in "Map Mode"

      Feel free to reach out on the community page if you have any questions or suggestions for future updates (and make sure to check the road map and vote on features that you like so I can make it more of a priority!).

      What a roller coaster. The very first update after it released and everything broke! Sorry about that. After spending most of the day tracking down the issue, I think I have it solved now but I don't dare publish the update on the main branch yet. So update 0.1.2 is now available on the BETA branch. You can access it right now if you want by right-clicking on Atlas Architect in your games library, going to "Properties. " and then "Betas". There you can opt in to one of the following branches if you want:

      • Blank - This is the default version which you have if you haven't made any changes. You will get all regular updates after they have been tested out for a few days on the Beta branch.
      • Beta - You will always get the latest changes right away, there may be some weird bugs but you can test out stuff as soon as I publish it
      • Stable - This branch is lagging one version behind the default one. So in case you hit a bug or something isn't working, you can always jump back to the previous version by switching to stable.
      What the problem was that made it go black in the last update

      Since it might be interesting to some I will explain what caused the bug that made the game unable to launch:

      The problem was that I made a build of the game that worked well locally, all of my regular tests worked well when I tried out different features. When I uploaded the build to steam, I got the same issue as many of you did where the game didn't start at all. I first assumed there was something wrong with the patching and that I have somehow made a mistake during the steam upload process. I spent quite a lot of time hunting time information regarding this to see if anyone else had similar issues. I made a lot of different versions of my game with different settings but it still kept failing. Then, after testing a new version, it suddenly worked! I even went back to the original update and it worked there as well. I thought that perhaps my latest upload to steam had correct settings and everything was now working. That was incorrect, many users wrote that their game was black on launch and now I didn't have a way of getting the issue myself so I couldn't test if it worked.

      After spending some more time debugging, I finally found that it was the reading of the save files at the start of the loading the game process that was causing an issue. During a test, I had saved over some problematic saves and that is why the bug disappeared for me. It turns out that saving references to actors in Unreal is a very slow process when you are reading them back in the game. And when you boot up the game, I check all save files to see what the level names are. Previously it wasn't that big of an issue but since the map is now much larger and I have many more actors, it took much longer. So it was just sitting there in and trying to read thousands and thousands of references that didn't exist anymore because I had updated the map size. After reworking the saving system a bit and removing all those references, everything seems to be working again. You are welcome to try it out on the Beta branch to see if it's working for you. I will also continue to test and if I don't hit any more issues, I will make the update available to everyone by default.

      That's it! Thank you all for your patience with this. As this is the first project I'm releasing by myself, there are a lot of things I'm still learning and I unfortunately don't have a QA department to report issues that they find before going live. But I will try to set up a more structured test approach while also keeping updates coming at short intervals. For those of you that read this far, thanks for taking the time and I will try to keep the process as transparent as possible.

      Atlas Architect

      Atlas Architect — это игра в жанре песочница, разрабатываемая Danial Rashidi для платформы PC. Окружение в игре относится к cтилистике история, а выделить особенности можно следующие: ранний доступ, казуальная игра, исследование, процедурная генерация, строительство, песочница, симулятор, шестиугольная карта, цветастая, стилизация, 3d, вид сверху, симулятор бога, градостроительный симулятор, открытый мир, милая, атмосфера, фэнтези, средневековье, nature, природа, редактор уровней. Вам будут доступны такие игровые режимы как «для одного игрока».

      Во всем мире игра Atlas Architect распространяется по модели разовая покупка издателем Rashidi Interactive. На данный момент стадия игры — запущена, а дата её выхода — 26.04.2021. Бесплатно скачать Atlas Architect, в том числе и через торрент, нельзя, поскольку игра распространяется по модели разовая покупка.

      MMO13 еще не вынес Atlas Architect оценку. Игра распространяется в магазине Steam, пользователи которого еще не оставили отзывов.

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