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Ultrawide monitor support
Since February 2019, when City Game Studio release in early access, you keep asking me for new features. One in particular frequently comes up, the support of ultra wide screens. City Game Studio uses Godot Engine, a very powerful Open Source game engine. This engine does not handle resolutions in the same way as Unity3D or Unreal Engine. Lacking experience with Godot Engine I thought that supporting ratios other than 16:9 would be impossible. Nevertheless, I decided to implement this feature. One week later, I manage to create a functional version, yet very experimental. I will have to recreate most of the assets of the game, but also rework all the scenes of City Game Studio. Icing on the cake, by adding the support of ultra wide screens, the camera algorithm of City Game Studio has been simplified.
Getting this feature in place helped me to better understand how to handle different screen ratios with Godot Engine. One thing I can say is that it really is well thought out, much better than some other game engines. Thanks Godot Engine!
While I was working on the ultra-wide screen support, Diminatsis, a modder from City Game Studio, brought up a point. If you publish an online game, then that game stays on the market as long as you don't take it off the market. Unfortunately, when you sign an exclusivity contract with a console manufacturer, you lose the right to remove a game from the market. Therefore, you cannot remove an online game for which you have signed an exclusivity contract from the market. For now on, after one year, you can pull out of the market any title that is exclusive to a console manufacturer. tht014, another player from City Game Studio also pointed out inconsistencies while launching an advanced game by shifting the start date to 2014 ( for instance). In such a configuration, when creating a new game, development costs indicated by the interface did not correspond to the real costs of City Game Studio. Therefore, I looked into this problem, and I noticed several inconsistencies regarding game development costs. I corrected the license costs of some consoles while fixing the bug. On top of that I tweaked the quality of the game reports. Game reports quality, i.e. number of tips they contain, is proportional to the difficulty of the game.
[ 2022-06-03 09:59:41 CET ] [ Original post ]
Hello tycooners! I hope you've been enjoying the dark mod update I pushed back in March. I know you're eagger for more City Game Studio content, which is why today should be particular interest to you as I officially launch the v1.8.0.
Ultra wide monitor support
Since February 2019, when City Game Studio release in early access, you keep asking me for new features. One in particular frequently comes up, the support of ultra wide screens. City Game Studio uses Godot Engine, a very powerful Open Source game engine. This engine does not handle resolutions in the same way as Unity3D or Unreal Engine. Lacking experience with Godot Engine I thought that supporting ratios other than 16:9 would be impossible. Nevertheless, I decided to implement this feature. One week later, I manage to create a functional version, yet very experimental. I will have to recreate most of the assets of the game, but also rework all the scenes of City Game Studio. Icing on the cake, by adding the support of ultra wide screens, the camera algorithm of City Game Studio has been simplified.
Getting this feature in place helped me to better understand how to handle different screen ratios with Godot Engine. One thing I can say is that it really is well thought out, much better than some other game engines. Thanks Godot Engine!
Other changes
While I was working on the ultra-wide screen support, Diminatsis, a modder from City Game Studio, brought up a point. If you publish an online game, then that game stays on the market as long as you don't take it off the market. Unfortunately, when you sign an exclusivity contract with a console manufacturer, you lose the right to remove a game from the market. Therefore, you cannot remove an online game for which you have signed an exclusivity contract from the market. For now on, after one year, you can pull out of the market any title that is exclusive to a console manufacturer. tht014, another player from City Game Studio also pointed out inconsistencies while launching an advanced game by shifting the start date to 2014 ( for instance). In such a configuration, when creating a new game, development costs indicated by the interface did not correspond to the real costs of City Game Studio. Therefore, I looked into this problem, and I noticed several inconsistencies regarding game development costs. I corrected the license costs of some consoles while fixing the bug. On top of that I tweaked the quality of the game reports. Game reports quality, i.e. number of tips they contain, is proportional to the difficulty of the game.
Changelog
Feature
- Game exclusive: Can cancel a game exclusive after 1 year
- Add Ultra-wide-support
UI
- Improve main menu icons
- Rework several icons to add colors
Bugfix
- Game development: Show the right development costs
Balancing
- Re-balance post-mortems result ratio per game
[ 2022-06-03 09:59:41 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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