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Towards v1.21.0: Simplifying to Better Captivate
It's been months that I've been telling you about it, and if you're on the unstable branch of Steam, you've been able to test it and see that it's working pretty well. Does the studio director make City Game Studio an idle game? Far from it. But does it make it a full-fledged tycoon? Certainly!
Moreover, in the latest version, release candidate 8, I added a tutorial to the studio director. I think this concludes the current version of the studio director. Afterwards, once v1.21.0 is published to the general public, I'll review your feedback to know how to improve this feature. Then I'll move on to v1.22.0, which will be dedicated to studio furnishing!
With v1.20.0, I reduced the number of panels in City Game Studio, in order to make the interface more pleasing to the eye and less cluttered. This seems to have worked, but there's a small problem. Some information has disappeared, and I've barely started reintroducing it. I'm doing this gradually, to have a coherent and intuitive interface.
For example, in v1.21.0, a button is present at the bottom left, next to the studio names, which allows you to sell studios, but also to buy them, if you rent them, to destroy or rename them. I'm happy with this result, but an important piece of information is still missing: the summary of your company. This summary includes important information such as the total number of employees, the number of games produced, or the best game of your company. Nevertheless, I think I have time to reintroduce this information before the publication of v1.21.0. However, I will surely not have time to introduce anything else for this version. I want to dedicate a few days to creating a new trailer to celebrate the release of v1.21.0. Rest assured, v1.22.0 will continue to reintroduce important things, such as the reduction of console manufacturing costs based on the number of units sold. There you go, thank you for reading me. If you have ideas for the next trailer, don't hesitate, I'm all ears. Meanwhile, see you next week. Xavier aka Binogure
[ 2024-11-22 16:06:20 CET ] [ Original post ]
Hey everyone! The next update is moving forward by leaps and bounds, and I've already started working on other small things!
The Studio Director
It's been months that I've been telling you about it, and if you're on the unstable branch of Steam, you've been able to test it and see that it's working pretty well. Does the studio director make City Game Studio an idle game? Far from it. But does it make it a full-fledged tycoon? Certainly!
Moreover, in the latest version, release candidate 8, I added a tutorial to the studio director. I think this concludes the current version of the studio director. Afterwards, once v1.21.0 is published to the general public, I'll review your feedback to know how to improve this feature. Then I'll move on to v1.22.0, which will be dedicated to studio furnishing!
The Interface
With v1.20.0, I reduced the number of panels in City Game Studio, in order to make the interface more pleasing to the eye and less cluttered. This seems to have worked, but there's a small problem. Some information has disappeared, and I've barely started reintroducing it. I'm doing this gradually, to have a coherent and intuitive interface.
For example, in v1.21.0, a button is present at the bottom left, next to the studio names, which allows you to sell studios, but also to buy them, if you rent them, to destroy or rename them. I'm happy with this result, but an important piece of information is still missing: the summary of your company. This summary includes important information such as the total number of employees, the number of games produced, or the best game of your company. Nevertheless, I think I have time to reintroduce this information before the publication of v1.21.0. However, I will surely not have time to introduce anything else for this version. I want to dedicate a few days to creating a new trailer to celebrate the release of v1.21.0. Rest assured, v1.22.0 will continue to reintroduce important things, such as the reduction of console manufacturing costs based on the number of units sold. There you go, thank you for reading me. If you have ideas for the next trailer, don't hesitate, I'm all ears. Meanwhile, see you next week. Xavier aka Binogure
[ 2024-11-22 16:06:20 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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