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Optimizations and interface
Buying, selling or even changing studios used to take up to a few seconds, and sometimes even crash the game. I took a look at the studio loading algorithm, and it should take one or two seconds to load the biggest studios, and almost instantaneously to load medium and small studios. When switching between two studios, no studio is displayed, which makes it go faster. Additional optimizations include the use of ResourcePreloader. A node that I didn't know existed until recently and that is incredibly useful because it allows you to keep previously loaded game scenes rather than loading them into memory each time you use them. Very practical, mainly because it improves the stability of the game on OSX.
Again there are some changes. New tooltips have appeared. With much more meaningful statements. In fact the interface has been revised to help new players to better understand City Game Studio. In addition to that, there is a slight redesign of the themes, well, how they are displayed. Instead of showing the first and the last theme, the panel will show the 3 most popular themes. In fact there are many other changes, and you can already taste them if you switch to the unstable branch of Steam. In the meantime I haven't implemented everything yet, I still have to make a panel for the annual results of your company. What is sure, is that I am still going to add a lot of features, and still rework a lot of things! For those who are wondering, the 1.11.0 update should be released on the anniversary of City Game Studio, that is February 21, 2023. It will be 4 years since the game is available on Steam. On that note, have a good weekend Xavier aka Binogure
[ 2023-01-28 15:20:28 CET ] [ Original post ]
Hello folks,
I do hope you like these posts! I intend to write one post a week to update you on the progress of City Game Studio!
Last week I worked hard to optimize City Game Studio, fix bugs and enhance the interface!
Optimization
Buying, selling or even changing studios used to take up to a few seconds, and sometimes even crash the game. I took a look at the studio loading algorithm, and it should take one or two seconds to load the biggest studios, and almost instantaneously to load medium and small studios. When switching between two studios, no studio is displayed, which makes it go faster. Additional optimizations include the use of ResourcePreloader. A node that I didn't know existed until recently and that is incredibly useful because it allows you to keep previously loaded game scenes rather than loading them into memory each time you use them. Very practical, mainly because it improves the stability of the game on OSX.
Interface
Again there are some changes. New tooltips have appeared. With much more meaningful statements. In fact the interface has been revised to help new players to better understand City Game Studio. In addition to that, there is a slight redesign of the themes, well, how they are displayed. Instead of showing the first and the last theme, the panel will show the 3 most popular themes. In fact there are many other changes, and you can already taste them if you switch to the unstable branch of Steam. In the meantime I haven't implemented everything yet, I still have to make a panel for the annual results of your company. What is sure, is that I am still going to add a lot of features, and still rework a lot of things! For those who are wondering, the 1.11.0 update should be released on the anniversary of City Game Studio, that is February 21, 2023. It will be 4 years since the game is available on Steam. On that note, have a good weekend Xavier aka Binogure
[ 2023-01-28 15:20:28 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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