Hey everyone!
I'm a bit morose today, but that hasn't stopped me from being productive! So let's talk about it right away!
I've fixed the issue with the studio director, and now you can specify a genre, or even two. The same goes for the game engine.
Last week, I had rushed to provide you with a version with a functional studio director, but that first draft had quite a few small bugs. Some of them meant that the studio director was producing low-quality games. Well, it's better now, but it's not quite perfect yet. I still need to look at what can be improved. It seems the studio director still doesn't choose the best theme for a given genre. I don't think I'll have any trouble fixing this bug.
In any case, I hope you like this improved version. I've tested it, and the studio directors have produced respectable-quality games, with scores above 80%.
However, be careful, as the studio director now takes their share. They'll get a cut of the revenue generated by the game. And all of this is displayed directly in the financial results.
But I'm not done with them yet. I hope that by next week I'll have had time to add two key features.
The first one is automatic game announcements. You'll be able to set a maximum budget for this announcement, and the studio director will try to announce it themselves. Nevertheless, you'll still have the right to make the game announcements yourself if you wish.
The other upcoming change concerns game updates. I've started working on it, but it's not quite finished yet. I'd like the studio directors to be able to publish updates to your games. For now, the option is present but it's an empty shell, nothing happens. I think I'll have time to do that by next week!
In short, apart from that, I have an interface bug to fix, nothing serious, but it's not related to the studio director, rather the list of published games (the right-hand panel).
That's it, thank you for reading,
I'll see you again next week.
Take care.
Xavier aka Binogure
[ 2024-11-08 17:17:32 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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