Hello gamers!
It's Friday and I hope you're having a good day. It's already one week after the last big update v1.8.0, and it is nearly a habit to release an update one week after a big one.
Therefore we jump straight to this 1.8.2. But, where is the 1.8.1? Don't worry, I'll cover all the changes since v1.8.0.
First of all some additions to the negotiation with the console manufacturers. Negotiating with Grantendo can leave a bitter taste. Would you feel more comfortable if you had an ongoing relationship with the console manufacturers? There is now an indicator that lets you know your relationship with the console manufacturers. It goes from friendly to unfriendly as well as neutral.
The more you work with a console manufacturer, the easier it will be to negotiate with them. And the opposite is also true.
It was most important part of this update. However, alongside this update there are new tooltips for the marketing campaign management panel, to help you understand how it works.
Otherwise, it's mostly patches that improve the stability of the game and allow you to play for long sessions without crashing.
That's it for today, we'll see you soon for new content.
Kisses to all.
Binogure
Changelog
Platform negociation
- Add a relationship label (friendly, neutral, unfriendly)
- Add a tooltip explaining how relationship works in City Game Studio
UI
- Add more tooltip to the marketing panel
Stabilization
- Refactor scene loading algorithm to give more time to the engine to get everything loaded.
- OSX: Defer scene loading to prevent missing resources error
- OSX: Replace preload by load of dynamic path
Bugfix
- Game might crashes when using autosave on long run (Windows only, uncommon)
- Mods: creating anew game with a mod's difficulty might raise an error
- In-game creation: Updating a remake, game, or a trade-published game might raise an error
i18n
- Improve ko translations (thanks to graycasio)
[ 2022-06-10 08:38:30 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
[ 6132 ]
[ 2625 ]