This summer, we conducted our first playtest for City Game Studio, thanks to the collaboration of the GamePlay Space, Montreal. We have had the opportunity to test the features already completed, mainly the early stages of the game. We were able to pin point what could be perfected and to confirm what can be considered done, but also to put to the test the concept of our game to a broad audience. And we were not disappointed! We met a heartwarming and motivating enthusiasm. Thank you to all the attendees!
Among the adjustments we made, the development progress animation have been corrected to be more entertaining in-between the different setting phases. The recruitment panel can now be sorted by skills or by salary. We also reworked completely the notification system : instead of pop-ups that would break the player’s experience when too frequent, we now have those spiffy little boxes flowing on top of the window.
On another topic, Binogure Studio is slowly becoming a topic of conversation. We hosted last week our very first interview! We met Mickaël from “Le Lien Multimedia” to talk about were the idea of City Game Studio came from, our development process, where we are heading toward and so many other things!
Thank you all for your support! You can follow us on Twitter to be updated of coming events, and if you have any question, feel free to pass by the Discord channel.
All the best,
Nimue
[ 2018-09-12 21:35:23 CET ] [ Original post ]
- City Game Studio GNU/Linux [524.68 M]
January 1975, you have created your video game company. You are renting a tight place that allows you to develop your first game. Quickly, your games are successful and you already have to move, but it is up to you to cross the city to pick up your next local. In the blink of an eye you are hiring artists to improve the visual aspect of your games. Next came developers and then testers. But a problem remains, even if your games are brilliants, you don't have enough fans to self-publish a big game to make your studio profitable. You will have to turn to video game editors who will carve out the lion's share. Combinating successes is the only way of getting rid of the publishers. Furthermore you will be able to publish your own publishing contracts. Then you will then be ready to dominate the market and buy back your competitors.
Each game is unique
Maps and studios are procedurally generated. Combined with random events and customizable studios, you will rediscover the game with each new game.
Assign the best studio
Browse the cities and choose the location of your next studio. As my uncle said "we do not hire new talents with vinegar !"
Furnish your studios carefully
Everyone is not a studio designer, yet every piece of furniture has its place in your studio, and can have an influence on the history of your company.
Publish, hire, repeat
Each game is unique, but over time new generations of consoles come out. You cannot create a bestseller alone. You have to hire new talents that will help you creating the perfect game
Game development
The development of the game is broadcast on twitch using the channel binogure.
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Single CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 (1280x720)
- Storage: 512 MB available space
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.0 (1600x900)
- Storage: 512 MB available space
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