▶
Smart Automation
I'll be honest, I was scared about implementing this feature. I thought: "If we automate game creation, there's nothing left, people will get bored and realize I'm a fraud". Well, I implemented the studio director anyway, and it turned out to be the complete opposite. Where I used to find the game becoming repetitive, the studio director now automates all the tedious parts, leaving you with just the fun stuff. That is, managing your video game company. And I'm so glad you pushed me to implement this feature. It brings a new dimension to the game, and I think you'll love it. [quote]
[/quote] So, the studio director manages one or several studios. You decide the game genre, platform, game engine, target audience, marketing campaigns, and many other aspects of game creation. The best part is that the studio director not only makes the games but also handles game reports and updates for the games they've produced. Obviously, a studio director takes their cut, which can amount to millions of dollars if your game generates lots of money. But in return, you only need to focus on managing your company. That means designing your next game console, building new studios, hiring staff. All while keeping an eye on the digital store. Since studio directors appear from 1985 onwards, this gives you more freedom to do other things in City Game Studio! It's already giving me ideas for the future, especially about evolving the studio director's role, maybe allowing them to handle game ports or even remakes. But before we get there, I want you to try it out and give me your feedback! [quote]
[/quote]
Yes, City Game Studio keeps evolving, and so does its interface. v1.20.0 removed some panels and options from the game, which greatly simplified the interface. Now v1.21.0 brings back what was removed without cluttering things up. Basically, you'll find almost the same buttons, but no more. Among the most requested changes was the ability to max out game discounts with a single click. Also, knowing whether a console discount would bankrupt you. [quote]
[/quote] Another change concerns the studio list. You can now control your studios directly from this list. This means you can detach all employees from a single studio without having to display it. Same goes for assigning employees or sending them on vacation. In the end, I even removed a button that nobody used and was just taking up space. Another detail, the icon on the left of the studio is blue when the studio is working on a project, and black when it's idle. I think you'll like this change too. [quote]
[/quote]
I've fixed tons. Like, really tons. I fixed huge bugs, like the game crashing when upgrading a company with thousands of employees. Now it's instantaneous and doesn't crash. Another crash affected some Windows machines when launching the game for the first time, and another was due to malware that could infiltrate certain program DLLs. Just for these, I wanted to make a dedicated bug fixes section. Another fix concerns consoles you want to use for your games. When signing an exclusivity contract, the game would give you wrong information, saying you couldn't develop games because you didn't have the console license. But actually, you couldn't develop games on certain consoles because of exclusivity contracts. It was a silly bug, but easy to fix. There was also an annoying bug with game music. When you published a game, specific music would play to signal the publication. Well, this only worked for about 20 minutes, then the music would stop playing. So, I completely rewrote the game's jukebox to make it work all the time, and this definitely fixed other small bugs too. There were also plenty of display bugs, with some elements going off-screen, others being unreadable, and those have been fixed too.
This will be the last point of this update. The letters and weren't showing up in Ukrainian, and that's fixed. Now, here's the list of languages improved by the community, meaning by you:
Here we are already, talking about the next update... well, time flies. Long story short, the next update will focus on studio furnishing and consoles. I plan to add the ability to create studio templates, allowing you to copy/paste studio layouts. And for consoles, I plan to reintroduce manufacturing cost reduction based on the number of consoles sold. That's what I have planned. As for the release date, it will be at the end of Q1 2025, around March/April. Thank you all for reading, for buying City Game Studio, for leaving reviews, and for helping make it what it is today. If you have any comments, go ahead, I'll be happy to read them. Have a great day Xavier aka Binogure
[ 2024-12-09 11:46:06 CET ] [ Original post ]
Hello everyone! I'm thrilled to announce the biggest update yet for City Game Studio! Since the Steam Daily Deal, I've been working hard to deliver an improved version of the game. This announcement summarizes the major changes in v1.21, so for those who've been following the devlogs these past months, feel free to skip to the end for future announcements.
The Studio Director
I'll be honest, I was scared about implementing this feature. I thought: "If we automate game creation, there's nothing left, people will get bored and realize I'm a fraud". Well, I implemented the studio director anyway, and it turned out to be the complete opposite. Where I used to find the game becoming repetitive, the studio director now automates all the tedious parts, leaving you with just the fun stuff. That is, managing your video game company. And I'm so glad you pushed me to implement this feature. It brings a new dimension to the game, and I think you'll love it. [quote]
[/quote] So, the studio director manages one or several studios. You decide the game genre, platform, game engine, target audience, marketing campaigns, and many other aspects of game creation. The best part is that the studio director not only makes the games but also handles game reports and updates for the games they've produced. Obviously, a studio director takes their cut, which can amount to millions of dollars if your game generates lots of money. But in return, you only need to focus on managing your company. That means designing your next game console, building new studios, hiring staff. All while keeping an eye on the digital store. Since studio directors appear from 1985 onwards, this gives you more freedom to do other things in City Game Studio! It's already giving me ideas for the future, especially about evolving the studio director's role, maybe allowing them to handle game ports or even remakes. But before we get there, I want you to try it out and give me your feedback! [quote]
[/quote]
Game Interface
Yes, City Game Studio keeps evolving, and so does its interface. v1.20.0 removed some panels and options from the game, which greatly simplified the interface. Now v1.21.0 brings back what was removed without cluttering things up. Basically, you'll find almost the same buttons, but no more. Among the most requested changes was the ability to max out game discounts with a single click. Also, knowing whether a console discount would bankrupt you. [quote]
[/quote] Another change concerns the studio list. You can now control your studios directly from this list. This means you can detach all employees from a single studio without having to display it. Same goes for assigning employees or sending them on vacation. In the end, I even removed a button that nobody used and was just taking up space. Another detail, the icon on the left of the studio is blue when the studio is working on a project, and black when it's idle. I think you'll like this change too. [quote]
[/quote]
Bug Fixes
I've fixed tons. Like, really tons. I fixed huge bugs, like the game crashing when upgrading a company with thousands of employees. Now it's instantaneous and doesn't crash. Another crash affected some Windows machines when launching the game for the first time, and another was due to malware that could infiltrate certain program DLLs. Just for these, I wanted to make a dedicated bug fixes section. Another fix concerns consoles you want to use for your games. When signing an exclusivity contract, the game would give you wrong information, saying you couldn't develop games because you didn't have the console license. But actually, you couldn't develop games on certain consoles because of exclusivity contracts. It was a silly bug, but easy to fix. There was also an annoying bug with game music. When you published a game, specific music would play to signal the publication. Well, this only worked for about 20 minutes, then the music would stop playing. So, I completely rewrote the game's jukebox to make it work all the time, and this definitely fixed other small bugs too. There were also plenty of display bugs, with some elements going off-screen, others being unreadable, and those have been fixed too.
Translations
This will be the last point of this update. The letters and weren't showing up in Ukrainian, and that's fixed. Now, here's the list of languages improved by the community, meaning by you:
- Portuguese and Brazilian Portuguese
- Italian
- English
- Polish
- Spanish
- Simplified Chinese
- Russian
- Czech
The Next Update
Here we are already, talking about the next update... well, time flies. Long story short, the next update will focus on studio furnishing and consoles. I plan to add the ability to create studio templates, allowing you to copy/paste studio layouts. And for consoles, I plan to reintroduce manufacturing cost reduction based on the number of consoles sold. That's what I have planned. As for the release date, it will be at the end of Q1 2025, around March/April. Thank you all for reading, for buying City Game Studio, for leaving reviews, and for helping make it what it is today. If you have any comments, go ahead, I'll be happy to read them. Have a great day Xavier aka Binogure
[ 2024-12-09 11:46:06 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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