Hello everyone!
It's time for another weekly devlog, where I share the progress made in City Game Studio. I hope you all had a great week! Let's dive into what's new in the game.
First, I want to highlight a significant improvement: the bug reporting feature. Your bug reports now provide me with more detailed information, allowing me to reproduce and address issues more effectively. Thank you for helping us make City Game Studio even better!
In addition to this, I focused on bug fixing this week as we prepare for the upcoming update. Several bugs have been squashed, ensuring a smoother gameplay experience. Specifically, I found three bugs related to the dark interface theme, where some text elements were not visible or difficult to read. Rest assured, these issues have been resolved.
Managing exclusivity contracts for custom consoles was a bit complicated before, but not anymore! You can now customize the contract duration and the quantity of devkits sent to competitors. This flexibility gives you more control over your game releases.
As we approach the release of the update, I also took the time to address other minor issues, such as translation problems with Steam achievements.
I want to express my gratitude to all of you for your continued support and feedback. It truly helps in shaping the game and making it the best it can be. Remember to keep an eye out for the upcoming update, as it brings exciting new features and improvements!
Thank you all for being a part of this journey. Now, go and enjoy playing City Game Studio!
Warm regards,
Xavier aka Binogure
[ 2023-05-20 15:07:34 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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