Hello everyone, You may have noticed some changes on City Game Studio's Steam page? Well, the logo has changed, and so has the game's main presentation page. The logo is more attractive and readable, and that's what matters! Thanks to the new logo, traffic on the Steam page has increased by around 30%. Which is no mean feat. This week, there were fewer changes in the game than usual. I've resumed work on the consoles, and I'm thinking about a design that will better integrate with the game's gameplay. First, the obvious changes. The assignment of a marketing manager at the console design stage will give you an overview of your console, the genres it will work with and the audience. As soon as you start working on your console, you'll be able to send out devkits, but also start designing games for your console. You asked for it, I'm listening, and it will be possible from the next update. The major change concerns console publishing. Once it's on the market, a specialized magazine will review your console, its game catalog and give you feedback. This feedback will give you a better understanding of how to make and sell good consoles. Another important change concerns your consoles' game catalog. Until now, your direct competitors have been able to publish games on your console, but from v1.18 onwards, studios that aren't on the map will be able to publish games. This should boost your game catalog. Here's a sneak preview of the console creation page. It's not complete, and I'm still working on it. That's all for this week. Have a great weekend! Xavier aka Binogure
[ 2024-03-02 09:23:18 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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