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Not yet updated?!
I shared it with you last week, and here's a more finished version of the console creation panel. Component selection is complete, and console manufacturer selection is well advanced. I still need to make the console compatibility previews, as well as rework the console pricing. Once you've selected all the components, the manufacturer and defined a price for your console, you can start working on it. From then on, you can start making games for your upcoming console, and hire studios to do the same. And that's just great. When your console is ready, you publish it and get a review from a professional magazine. This review will help you understand what went right and what went wrong during the development of your console. Finally, your console is available on the market. The manufacturing price of your console will decrease according to the number of units sold, but in a reasonable way. It will no longer be possible to make a profit in excess of $100 per console. And the higher the price, the lower the sales. And conversely, if you sell your console at a loss, sales should rise faster. Basically, consoles will be more balanced. It will therefore be possible to go bankrupt by releasing a console, but releasing a working console won't give you infinite money either, as is the case in the current version of the game. I've taken the time to add some components to give you more choice in creating consoles in the early 80s. This week, I wasn't able to send an update to Steam's unstable branch, because console creation takes time. Rest assured, I think I'll be able to send out a build next week (or the week after) so that you too can test these changes. In the meantime, rest well, And take care of yourself Xavier aka Binogure
[ 2024-03-09 15:56:44 CET ] [ Original post ]
Hello folks! Hoping you're all well. Last week, I worked a lot on consoles. Let me tell you about it right away.
Creating the consoles
I shared it with you last week, and here's a more finished version of the console creation panel. Component selection is complete, and console manufacturer selection is well advanced. I still need to make the console compatibility previews, as well as rework the console pricing. Once you've selected all the components, the manufacturer and defined a price for your console, you can start working on it. From then on, you can start making games for your upcoming console, and hire studios to do the same. And that's just great. When your console is ready, you publish it and get a review from a professional magazine. This review will help you understand what went right and what went wrong during the development of your console. Finally, your console is available on the market. The manufacturing price of your console will decrease according to the number of units sold, but in a reasonable way. It will no longer be possible to make a profit in excess of $100 per console. And the higher the price, the lower the sales. And conversely, if you sell your console at a loss, sales should rise faster. Basically, consoles will be more balanced. It will therefore be possible to go bankrupt by releasing a console, but releasing a working console won't give you infinite money either, as is the case in the current version of the game. I've taken the time to add some components to give you more choice in creating consoles in the early 80s. This week, I wasn't able to send an update to Steam's unstable branch, because console creation takes time. Rest assured, I think I'll be able to send out a build next week (or the week after) so that you too can test these changes. In the meantime, rest well, And take care of yourself Xavier aka Binogure
[ 2024-03-09 15:56:44 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
360
🎹🖱️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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