▶
The changes that were missing
To date, magazine reviews and websites have been used to show game scores and sometimes useful feedback. However, the idea behind these magazines is to provide useful feedback prior to making a game report. That's why the magazines have been redesigned. More vibrant colors, and punchlines that adjust automatically. The fifth magazine gives useful information on the game you've just produced and on each of the gauges. In this way, you can find out which gauges are in the right place, and which need adjusting.
The development costs involved in creating a game are now displayed directly on the game creation page. Hover your mouse over them for more information. Until you assign a producer, the number of points required to create a new quality game is now hidden. What's more, producers specialize in a particular type of game, and they'll give you clues to that type of game. Not to mention that if you make a game whose genre is the producer's specialty, then the productivity bonus will be doubled.
We're now getting to the heart of this update. It's easier and more enjoyable than ever before to create a console. Henceforth, to create a console, you'll need to select a manufacturer. This manufacturer is in charge of assembling the console, and therefore of its final quality. Making a good-quality console will cost more, but a console that costs nothing to produce won't necessarily need a quality manufacturer, and will therefore cost less.
The quality of a console impacts directly on the return rate. And when a console is returned, it costs you the price of a whole console. So, to help you set the right price, a selling price will be indicated in the game, which you are free to follow or not. Obviously, too high a price means zero sales, while too low a price means bankruptcy, but high sales. When you publish your console, a specialized magazine gives you feedback on it. In this way, the magazine can tell you whether the console's graphics and calculation capabilities are sufficient, or whether it lacks power. The whole thing remains simple, but I hope it will add to the immersion, especially as this magazine rates the console. And this rating influences the sales of your console. Other changes include the ability to see what game genres match your console before you create it. Games can also be created before your console is ready, but this is nothing compared to the changes in the console sales algorithm. As soon as your console starts to sell a little, more and more games will be published on it. And reaching 15% market share is feasible without micromanagement.
I know that the game tends to send you too many notifications. So I've taken the time to rework some of them. No more notifications when you announce a game, the information is visible directly on the game. I know that conventions also tend to send a lot of notifications, and now that's over. Conventions will no longer send notifications instead, they'll be displayed directly in-game via a little red bubble. I'm aware that there's still some work to be done on this front, but that's for the next update.
A few years ago, employee capabilities were reviewed. Stars were replaced by circles. I thought it was better, but you told me you preferred the stars. And you know what, we're back on stars again, but prettier. The colors of the stars correspond to the different stages of development.
There are other visual changes, but I'd rather talk about fixes because they're numerous and important. The first is the Game Of The Year bug, which allowed players or competitors to win Game Of The Year more than once with the same game. Another visual bug concerned employees going on vacation for a micro-second, now fixed. In this post, I've tried to cover all the changes, but there are too many, so I've only covered the most important ones. I strongly urge you to launch the game and have fun discovering what's new. Enjoy the game! Xavier aka Binogure
https://store.steampowered.com/app/1810050/Fortune_Avenue/
[ 2024-03-28 12:15:18 CET ] [ Original post ]
Hello everyone!
It's been three months since the last update.
And you know how much you can do in that time?
Let me tell you.
Magazines
To date, magazine reviews and websites have been used to show game scores and sometimes useful feedback. However, the idea behind these magazines is to provide useful feedback prior to making a game report. That's why the magazines have been redesigned. More vibrant colors, and punchlines that adjust automatically. The fifth magazine gives useful information on the game you've just produced and on each of the gauges. In this way, you can find out which gauges are in the right place, and which need adjusting.
Game creation
The development costs involved in creating a game are now displayed directly on the game creation page. Hover your mouse over them for more information. Until you assign a producer, the number of points required to create a new quality game is now hidden. What's more, producers specialize in a particular type of game, and they'll give you clues to that type of game. Not to mention that if you make a game whose genre is the producer's specialty, then the productivity bonus will be doubled.
Console creation
We're now getting to the heart of this update. It's easier and more enjoyable than ever before to create a console. Henceforth, to create a console, you'll need to select a manufacturer. This manufacturer is in charge of assembling the console, and therefore of its final quality. Making a good-quality console will cost more, but a console that costs nothing to produce won't necessarily need a quality manufacturer, and will therefore cost less.
The quality of a console impacts directly on the return rate. And when a console is returned, it costs you the price of a whole console. So, to help you set the right price, a selling price will be indicated in the game, which you are free to follow or not. Obviously, too high a price means zero sales, while too low a price means bankruptcy, but high sales. When you publish your console, a specialized magazine gives you feedback on it. In this way, the magazine can tell you whether the console's graphics and calculation capabilities are sufficient, or whether it lacks power. The whole thing remains simple, but I hope it will add to the immersion, especially as this magazine rates the console. And this rating influences the sales of your console. Other changes include the ability to see what game genres match your console before you create it. Games can also be created before your console is ready, but this is nothing compared to the changes in the console sales algorithm. As soon as your console starts to sell a little, more and more games will be published on it. And reaching 15% market share is feasible without micromanagement.
Notifications
I know that the game tends to send you too many notifications. So I've taken the time to rework some of them. No more notifications when you announce a game, the information is visible directly on the game. I know that conventions also tend to send a lot of notifications, and now that's over. Conventions will no longer send notifications instead, they'll be displayed directly in-game via a little red bubble. I'm aware that there's still some work to be done on this front, but that's for the next update.
The interface and fixes
A few years ago, employee capabilities were reviewed. Stars were replaced by circles. I thought it was better, but you told me you preferred the stars. And you know what, we're back on stars again, but prettier. The colors of the stars correspond to the different stages of development.
There are other visual changes, but I'd rather talk about fixes because they're numerous and important. The first is the Game Of The Year bug, which allowed players or competitors to win Game Of The Year more than once with the same game. Another visual bug concerned employees going on vacation for a micro-second, now fixed. In this post, I've tried to cover all the changes, but there are too many, so I've only covered the most important ones. I strongly urge you to launch the game and have fun discovering what's new. Enjoy the game! Xavier aka Binogure
Upcoming game
https://store.steampowered.com/app/1810050/Fortune_Avenue/
[ 2024-03-28 12:15:18 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
GAMEBILLET
[ 6132 ]
GAMERSGATE
[ 2625 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB