Hello everyone!
It's Saturday again, and I have some exciting updates to share with you about the development of City Game Studio. This week, I released a preview of the upcoming update on the unstable branch, and I'm thrilled to present the enhancements that are in store.
One aspect I'll be focusing on in the coming weeks is the mods interface. I've taken your feedback into consideration and realized that the current interface isn't as user-friendly as it should be. I want to ensure that you can easily subscribe to mods and activate them when starting a new game. You create exceptional mods, and it's essential that you can share and enjoy them in the best possible way.
I understand that this will take time and effort, but I'm committed to providing you with a clear, intuitive, and enjoyable mods interface. I want you to be able to customize your gaming experience seamlessly and immerse yourself in bringing your ideas to life and sharing your creations with the community.
Stay tuned for more updates on the progress of the mods interface enhancement. I'm grateful for your ongoing support and passion for City Game Studio. Your feedback is invaluable and helps me make the game even better.
Keep creating, sharing, and playing! I'm excited to be part of this journey with you.
See you soon,
Xavier, aka Binogure
[ 2023-07-01 16:00:02 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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