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Devlog #1 - Steam workshop
Sadly, there was no working Godot Engine library that supports the Steam Workshop. So I forked the most used and implemented the steam workshop. Feel free to use it, but since it needs a 64 bits supports, you might want to use the custom version of Godot Engine I made. Since Godot Engine is free and open source, everybody has access to its source code, which is really convenient!
What is GDScript? Now the Steam API is exposed to GDScript, I started implementing the Steam Workshop in City Game Studio.
I spent several weeks designing a state machine that returns human readable error messages.
Not yet but soon. So far I have integrated 4 of the 10 schemas. [table][tr] [th]Schema[/th] [th]State[/th] [/tr][tr] [td]Rename/Add platform[/td] [td]DONE[/td] [/tr][tr] [td]Rename/Add manufacturer[/td] [td]DONE[/td] [/tr][tr] [td]Rename/Add competitor[/td] [td]DONE[/td] [/tr][tr] [td]Add theme[/td] [td]DONE[/td] [/tr][tr] [td]Add InApp-Purchase[/td] [td]TO DO[/td] [/tr][tr] [td]Add marketing campaign[/td] [td]TO DO[/td] [/tr][tr] [td]Add furniture[/td] [td]TO DO[/td] [/tr][tr] [td]Add custom difficulty[/td] [td]TO DO[/td] [/tr][tr] [td]Add feature to the digital store[/td] [td]TO DO[/td] [/tr][tr] [td]Add feature to the game engine[/td] [td]TO DO[/td] [/tr][/table]
It is not yet implemented A page of https://www.city-game-studio.com/ will be dedicated to that. Let's take an example. You want to rename a platform. So you open the website, go to the Mod creator, and click on Rename platform. Then you select the platform, enter its new name (you can also change the manufacturer). Once done, you download a zip file. Then you launch City Game Studio, click on Mod, select the zip file and you are good to go. Note: Zip file contains clear text, so if you want to create mod manually you will be able to do so.
I'm thrilled about the Mod support, and I think you will be able to make mods manually by the end of October. I wish I could release it sooner, I'm sorry about that delay. Indeed I had several mandatory appointments that I couldn't skip, plus I wanted to release Sneak In on Steam just after the Steam Game Festival Thank you for your time Regards Binogure
[ 2020-10-20 16:58:32 CET ] [ Original post ]
Hello folks, Since I haven't published anything for about a month now, I though it would be great to give you an update about the Mod Support! I'm really excited about it! So let's talk about the technical challenges implied by this feature!
Steam API
Sadly, there was no working Godot Engine library that supports the Steam Workshop. So I forked the most used and implemented the steam workshop. Feel free to use it, but since it needs a 64 bits supports, you might want to use the custom version of Godot Engine I made. Since Godot Engine is free and open source, everybody has access to its source code, which is really convenient!
GDScript integration
What is GDScript? Now the Steam API is exposed to GDScript, I started implementing the Steam Workshop in City Game Studio.
I spent several weeks designing a state machine that returns human readable error messages.
func get_error_description(error_code):
if error_code == E_RESULT_OK:
return 'Success.'
if error_code == E_RESULT_FAIL:
return 'Generic failure.'
if error_code == E_RESULT_NOCONNECTION:
return 'Your Steam client doesn\'t have a connection to the back-end.'
if error_code == E_RESULT_INVALIDPASSWORD:
return 'Password/ticket is invalid.'
if error_code == E_RESULT_LOGGEDINELSEWHERE:
return 'The user is logged in elsewhere.'
[...]
So far City Game Studio can create, update, delete, validate and download mods.
Since I'm a solo developer I went deeper and I added a Mod API version to City Game Studio. The version number is automatically added when you create a new Mod. In case a mod uses an older version of the Mod API, it will be automatically disabled to avoid data corruption or crashes.
It means that City Game Studio downloads/validates a mod when you create/update one, but also when ou enable one. I think it is more convenient that way, because you won't have to deal with mods compatibility.
Is it ready yet?
Not yet but soon. So far I have integrated 4 of the 10 schemas. [table][tr] [th]Schema[/th] [th]State[/th] [/tr][tr] [td]Rename/Add platform[/td] [td]DONE[/td] [/tr][tr] [td]Rename/Add manufacturer[/td] [td]DONE[/td] [/tr][tr] [td]Rename/Add competitor[/td] [td]DONE[/td] [/tr][tr] [td]Add theme[/td] [td]DONE[/td] [/tr][tr] [td]Add InApp-Purchase[/td] [td]TO DO[/td] [/tr][tr] [td]Add marketing campaign[/td] [td]TO DO[/td] [/tr][tr] [td]Add furniture[/td] [td]TO DO[/td] [/tr][tr] [td]Add custom difficulty[/td] [td]TO DO[/td] [/tr][tr] [td]Add feature to the digital store[/td] [td]TO DO[/td] [/tr][tr] [td]Add feature to the game engine[/td] [td]TO DO[/td] [/tr][/table]
How do I make a mod?
It is not yet implemented A page of https://www.city-game-studio.com/ will be dedicated to that. Let's take an example. You want to rename a platform. So you open the website, go to the Mod creator, and click on Rename platform. Then you select the platform, enter its new name (you can also change the manufacturer). Once done, you download a zip file. Then you launch City Game Studio, click on Mod, select the zip file and you are good to go. Note: Zip file contains clear text, so if you want to create mod manually you will be able to do so.
Closing words
I'm thrilled about the Mod support, and I think you will be able to make mods manually by the end of October. I wish I could release it sooner, I'm sorry about that delay. Indeed I had several mandatory appointments that I couldn't skip, plus I wanted to release Sneak In on Steam just after the Steam Game Festival Thank you for your time Regards Binogure
[ 2020-10-20 16:58:32 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
368
🎹🖱️Keyboard + Mouse
Very Positive
(1334 reviews)
The Game includes VR Support
Public Linux Depots:
- City Game Studio GNU/Linux [524.68 M]
City Game Studio is a sandbox type management game.
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.
Maps and studios are procedurally generated. Combined with random events and customizable studios, you will rediscover the game with each new game.
Browse the cities and choose the location of your next studio. As my uncle said "we do not hire new talents with vinegar !"
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.
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
The development of the game is broadcast on twitch using the channel binogure.
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.
MINIMAL SETUP
- 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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