Hey everyone,
This week, City Game Studio reached an incredible milestone with over 1000 reviews! Your continuous support and feedback have made this journey truly exceptional. Thank you for being an integral part of this incredible milestone. Your insights and engagement have been invaluable, steering the course of this game's evolution.
In the realm of development, I focused on enhancing the user experience. A new tooltip has been added to the game creation interface, aiming to guide and assist in understanding the nuances of crafting Big/AAA games. Understanding these game types can significantly impact your studio's journey toward success.
Moreover, a bug concerning the catalog size number accuracy on custom platforms has been rectified. These minor improvements are part of the ongoing efforts to refine City Game Studio, ensuring an immersive and smooth gaming experience for all players.
Reaching this milestone of 1000 reviews is not just a number; it signifies the dedication of each player, the passion for gaming, and the community's support. Your invaluable feedback drives the continuous improvement and growth of City Game Studio.
Thank you for being on this journey with me. Your engagement and enthusiasm fuel every update, making City Game Studio the game it is today.
Let's continue this journey together, crafting more engaging experiences and diving deeper into the world of game development.
Cheers,
Xavier aka Binogure
[ 2023-11-18 15:00:59 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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