Good morning,
I'm excited, I've been working like crazy since mid-January with the 150 beta testers of City Game Studio.
The user interface has been completely redesigned, and it is gorgeous.
Creating a game is a pleasant experience. It is easy to compare different game consoles and computers (market share, game catalog size...)
Publishing a game with a publisher is more attractive, informations are immediately available and organized. Porting a game to several platforms is done in a few clicks, and it's even easier for post-mortems.
It's wonderful to see how the growing community is there and helps me a lot to make a game that meets their expectations and eventually go further.
I have talked a lot about the aesthetics so far, which is pleasant. Let's now turn to the balancing of the game.
There are already 2 people who have already managed to beat the game (-Captain- and Bright Glory). Congratulations to them, they scored over 2 Billion (which broke the counter).
City Game Studio is going early access in a few days, on 21 February, I keep working hard on it and hope you will enjoy the last minute changes Im doing!
Binogure
[ 2019-02-16 17:46:23 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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