Status Report on the Studio Director
For game reports, I simply added a checkbox and the problem was solved, but for degrees of freedom, it's more complex. For game genres, for example, I want to offer you the best possible choice. So there will be the following options:
For these, it's just as complex. Here's the list I plan to implement:
Once the game is released, you'll see the scores displayed. It will be great, especially since you'll also have game reports that can be generated automatically. Well, that being said, I imagine you'll be interested in a detailed performance report of the studio directors. And so, I started thinking about it. Some metrics will be relevant while others won't be useful to you. Among the relevant metrics, here's a list:
[ 2024-10-26 15:47:49 CET ] [ Original post ]
Hey everyone! It's been a few weeks now that I've been working on the studio director, and there's still a lot of work ahead before having something functional. This feature is much more complex than expected. I hadn't taken into account not only the game reports, but also the degree of freedom that the studio director should offer you, or even how the scores should be shown to you.
Game Genres
For game reports, I simply added a checkbox and the problem was solved, but for degrees of freedom, it's more complex. For game genres, for example, I want to offer you the best possible choice. So there will be the following options:
- Prioritize genres you don't master
- Prioritize genres you master
- Prioritize genres the producer masters
- Specify the genre to use (one or two genres)
Game Engines
For these, it's just as complex. Here's the list I plan to implement:
- Use the cheapest game engine
- Use the game engine with the most features
- Use the most recent in-house game engine
- Use a specific game engine
Game Publishing
Once the game is released, you'll see the scores displayed. It will be great, especially since you'll also have game reports that can be generated automatically. Well, that being said, I imagine you'll be interested in a detailed performance report of the studio directors. And so, I started thinking about it. Some metrics will be relevant while others won't be useful to you. Among the relevant metrics, here's a list:
- Average score of released games
- Revenue
- Profit bonuses received
- Number of published games
- Number of fans gained/lost
City Game Studio
Binogure Studio
Binogure Studio
Jun 2018
Indie Strategy Simulation Singleplayer
Game News Posts 343
🎹🖱️Keyboard + Mouse
Very Positive
(1294 reviews)
https://www.city-game-studio.com/
https://store.steampowered.com/app/726840 
The Game includes VR Support
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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