ATOS patch notes #1

Hiya guys!

Its been a day since we released on the Google Play store! Thank you for everybody that has taken the time to play. We are releasing a patch today to address allot of the performance related issues people are having. The game released with a bug which prevented objects within the game being destroyed when no longer needed, meaning that the game would progressively get slower and slower until it crashed. This has been resolved.

Here is the full list of changes –

• Fixed critical bug with map clearing system that was killing game frame rate, people with slowdown issues this should now be resolved

• Improved collision performance for environmental objects such as trees

• Fixed bug that would prevent some character files from being fully deleted

• Increased map drawing loop performance on some lower-end device

• Replaced object grid map and twinned with map tile drawing to increase performance and reduce overall ram usage

• Fixed bug when entering the world that the screen could begin black

• Fixed bug when some npcs would sometimes move position when spawning

• Increased energy regeneration rate by 1 energy per second

• Increased energy cost for running by 1 per second

• Increased energy cost for walking by 0.5 per second

• Added several new online leaderboard types

• Fixed some logic with the calculation of limb damage

• Fixed hunger damage text glitch

• Re-added damage text for player damage

• Fixed bug with score positioning

• Replaced rarely used font types with common types

• Changed font colour when damaging npcs to yellow

• Fixed bug when the player had died that the game could randomly crash

• Reduced off-screen tiles by around 25% to improve performance while moving

• Fixed performance bug when calculating water depth that could cause slowdown

• Reduced ‘pop-in’ rate of auto tiles and resources

• Fixed speech bubble drawing glitch whilst moving

• Fixed bug with weather depth sometimes being overlapped by some tiles

• Increased rain and snow drawing performance by reducing time particles are visible on-screen by half

• Fixed bug with npcs sometimes appearing to be in water even if they were not

• Fixed graphical glitch with npc water indicator sometimes drawing the wrong sprite

• Fixed graphical glitch with npc healthcare sometimes appearing blurry

• Increased spawn rate of skeletons

We will be working over the weekend on new features, more bug fixes and implementing your ideas!

Thanks guys,


A Tale of Survival has been released on the Google Play store!

Good news everyone! A Tale of Survival is now available for purchase on the Google Play store! After months of development, delays and refinements the game is finally ready!

A Tale of Survival (ATOS) is open world survival based RPG. The game features a completely randomly generated open world to explore, crafting, survival based game play and resource gathering. Stranded and alone you must harvest the materials from the land around you to survive! –

* Randomly generated, unique open world to explore

* Craft weapons, clothing and tools

* Dungeons to discover and explore

* Lots of enemy variety!

* Permanent death

* Fight deadly monsters

* Manage your hunger and and warmth to stay alive

* Unique soundtrack

* Fishing, mining and lots more..

This version of the game features hundreds of bug fixes, performance optimisations and game playimprovements. The game has been heavily changed to put much further focus on the survival and crafting aspects of the game. A score system has been added with global rankings and better yet there is still lots more to come!

Get the game – HERE

Thank you to everyone for your continued support and awesome ideas, we really appreciate it! We cant wait to begin receiving your feedback, implementing new ideas and developing ATOS even further.

Performance issues and random crashes PATCH

Hiya guys,

Today we will be releasing a quick patch to address some performance based issues. This new version should increase performance across the board marginally. Also a bug was discovered at night that could potentially crash the entire game consistently, this has also been resolved.

Changelog –

. Fixed memory leak in weather particle engine that eventually slowed the game down

. Increased energy regen rate by 40%

. Reduced weather particle effects cpu usage by 10%

. Fixed memory leak associated with torch particle

. Fixed bug when spawning enemies at night that could potentially crash the game

. Fixed random game crashing at night time

We are working on lots of new items, features and fixes. If you have any ideas please let us know!

That is all for now,


Gearing up for release, changelog and unexpected delays!

Hiya guys,

It’s finally here, well almost. ATOS will be released tomorrow (May 12th) on the Google-play store! Despite it taking a full two-weeks longer than originally planned the game is finally playable and stable enough for public release and we are more than excited to do just that. There have been allot of changes in the last few weeks, a huge amount of balancing and many additions. Here is just some of the most recent changelog –

• Fixed bug with npc collision checking

• Some npcs can now be ‘pushed’ out of the way when walking into them

• Added new cow npc type

• Added new npc static animation type, for example cows can eat grass

• Added two new items, leather and leather scraps

• Implemented new global resource tracker so that resources will now re-spawn even when the player is not in that area

• Plants will not grow without the player being near them

• Identified bug with resource placement script

• Added new time based npc re-spawn script to game

• Added new pig npc type

• Added chicken eat animation

• Added sheep eat animation

• Npcs will no longer re-spawn on a visible area to the player

• Fixed bug where some resources and npcs would randomly appear on screen

• Removed clouds temporarily due to performance issues

• Fixed bug with paper doll drawing that would cut off some specific items

• Added many seed item types including –

Carrots – Potatoes – Chilli -Sweetcorn

• The seeds for these items will spawn randomly

• Armour now actively reduces incoming damage

• Fishing now slowly damaged fishing rods durability

• Mining and woodcutting now slowly damages respective tools durability

• Added new status indicator to indicate when movement is being slowed by leg damage

• Added new indicator for arm damage

• Damaged arms now reduce attack damage potential

• Removed damage text for player, replaced with notification in text log

• Removed multiple interaction types for npcs and resources, replaced with a single click event

• Added black text background to text log

• Bee’s are no longer aggressive by default

• Finished updating credits file

• Updated names of facial features on character creation page

• When credits end the menu will now automatically return to the home screen

• Fixed bug with action key sometimes not detecting instances even when they should of been within action range

• Adjusted timers on day and night cycles to be slightly more random

• Adjusted night alpha settings to not always be completely dark

• Added random text display to menu home!

• Fixed bug that would allow android users to have an almost unlimited character length on their character names

• Fixed bug with some trees requiring the wrong tool to cut them

• Increased enemy regeneration rate by 0.2 per second

• Increased the amount of hunger all food replenishes by 50%

• Fixed bug with scores still incrementing on player death

• Added several new interaction icons

• Fixed bug with crafting not detecting required objects such as furnaces and cooking pots

• Added cooking pot objects requirement for some crafting recipes

• Added anvil object requirement nectary for some crafting recipes

• Fixed bug when placing objects where blood on the floor would prevent items from being placed in that area

• Fixed bug with deep water not progressing player water depth indicator

• Moving between deep and shallow water will now change water level

• Added several arrow sounds when missing targets

• Fixed interaction icon position bug

• Fixed bug with audio engine getting stuck in constant error loop and not playing songs

• Fixed bug with bow animation playing even when the player did not have any ammo

• Wrote a new targeting system script that will now detect targets based on a priority system rather than first detected This means that enemies will always be targeted first if in range before resources, followed by items. This should fix allot of issues regarding hitting the right targets!

• Fixed bug with cacti not doing damage on collision

• Fixed targeting bug with chicken npc

• Added wooden shield crafting recipe to weapons

• Fixed bug with status indicators causing a random exception error and crashing the game

• Fixed graphical bug when placing specific items that would draw random GUI objects on the screen

• Added water movement step sounds

• Fixed bug with cave entrances sometimes not being accessible

• Increased dungeon monster spawn rate by 60% for harder difficulty

• Fixed bug with some speech bubble text not displaying correctly

• Gathering grown plants now has a chance of dropping seeds too

• Fixed bug with npc re-spawn timers not functioning correctly

We are very much looking forward to hearing your feedback, ideas and criticisms and looking forward to fixing all the bugs that will inevitably appear!

Thats all for now,


Development news, release dates, changes and more

Hiya guys,

Today I thought I would post an update on the state of development, new core features and how the project has developed since my last update. Lets begin!

There have been a huge number of key changes in the past few weeks. Part of these are due to time limitations, some due to me loosing focus on the original ambition of a survival based game, and most are down to me trying to be too ambitious when it was coming down to the actual release! I have decided to take the game back to its original roots. Some of you may have seen a video of a prison section that I posted a few weeks back, this has been removed from the game. The game now solely revolves around the island.

I have been able to drastically improve the generation of the island to a much more efficient method. This change allows generation of an island 300% bigger than the original, and it does this in the same, or less time. This allows space for much more diverse environments and better game play.

I have also implemented a brand new character creation screen with over 9 different body types to choose from. The new character screen also included customisation of not only hair and body type, but also eyes, ears and noses too!

There is also now a GUI element for monitoring your limbs health and status, meaning you can choose exactly which limb you would like to heal depending on your current situation instead of it being completely random.

Most of the graphical glitches that where present in the game have been fixed, there are still a few floating around but the majority have been resolved due to a new method of sprite implementation that allows more to not only quickly add new sprites but manage them far more easily!

Performance wise the game should now run a steady 150-200fps across most medium-end android devices.

Finally the initial release date is now a firm April 30th, this will be considered our open Beta!

Thats it for today, if you have any questions please feel free to ask away!

– zero

We are back baby!

Hiya guys,

After a week offline for ‘renovations’ the site is now back up and running and better than ever! Along with the many visual changes I also went back and cleared out allot of the clutter that was slowing down the site significantly.

That is it for today!

– zero

Development update 19-1-14

It has been a while since I posted one of these! There has been allot of development going on in the last few weeks as I try to hit my goal of getting the game out there by the end of January, here is a quick list of some of the most notable changes and features that have been added –

  • . World items now randomly spawn on the ground when generating
  • . Re-wrote the way that tiles are managed and drawn in game. increasing overall game performance by around 200%
  • . Reduced weather particle effects for better performance
  • . Disabled permanently on v-sync (will be added to options menu)
  • . Completely re-wrote the entire source for all objects, npcs and map items for better performance and better save and load accuracy.
  • . Changed the games camera angle and zoom level, increasing performance levels and game experience
  • . Fixed android multi-touch joystick and action button issues
  • . Added several new tile types including lava, reeds and long grass
  • . Added several new map items, including leaves, sticks, flowers, tree branches, rocks and bones
  • . Added several new npc types, bunny’s, bats and bee’s
  • . Energy will now slowly decrease when moving and attacking
  • . Re-worked the map generation code to be much more pretty
  • . Sand is now generated as small islands in water as-well as near shore-lines
  • . Fixed many overlapping tile issues – Tiles now have several layers which they can fade into
  • . Added new battle theme music
  • . Npc’s will now stop chasing after a random distance
  • . Npc’s now have ‘homes’ and will return to them if they move too far
  • . The game no longer needs to re-load when changing the resolution
  • . Fixed up the water depth calculation to be more efficient and accurate

Development update 6-1-14

Fixed options displaying the close button even when not in game
Added several new resource types including blossom tree’s, jungle tree’s
Fixed issue with cacti graphic not displaying correctly
Added new house type, the tree-house!
Fixed map transition grid clear bug
fixed background tiles sometimes not clearing correctly bug
Fixed display bug where clouds sometimes would overlap the world alpha state (night time)
Added pumpkins, carrots and mushrooms to the world spawning script
Added resource crafting map item requirments, such as a furnace, cooking pot or stove

Doowd is currently in the process of being merged and more

Hiya guys,

Doowd has been offline for almost a week now! Far longer than I would of liked but slowly and surely everything is coming together to bring it back to life. If you have managed to find this site beforehand you will have noticed the on-going changes that are taking place, which I would like to briefly explain –

I have decided to take a new approach to the way that I manage and maintain my projects, thus DynamicZero is being born. This change not only makes a huge reduction in the monthly running costs of my various projects, as they all now spawn from this central site. But it also should allow me to be far more efficient at maintaining them all under this one central hub. Hopefully this new centralised design should be good for everyone!


So what changes are being made to Doowd? –

Doowd is very much changing for the better! I have stripped away almost all of the shell that surrounded the tool itself, and that is what Doowd is now is very much becoming, the tool itself and nothing more. You will still be able to save and load templates but user profiles and site integration are all being removed. I felt that these systems where very much unused, and often a barrier for people that just simply wanted to create a quick template and not have to worry about anything else. All the previous functionality of Doowd very much will remain in-tact, it will just be far more focused. As we speak I am uploading the core files to this server with the hope of having it all up and running within the next day or two.

That is all for now folks, I will continue to update the site and keep you guys updated on what’s happening!

– Zero.