Hello folks! I'm thrilled to announce that City Game Studio has been selected to participate in the Zero Carbon Quest festival on Steam from November 25th to December 2nd, 2024. As a solo developer creating a game about building successful gaming companies, it feels pretty meta to be thinking about my own studio's environmental impact! For those wondering - yes, I've been tracking my carbon emissions during development (turns out my coffee machine is responsible for 73% of it... just kidding!). But in all seriousness, I'm proud to be part of this initiative alongside other environmentally conscious developers. While City Game Studio isn't about saving the planet (unless you count saving virtual game companies from bankruptcy), I believe that every studio, big or small, has a role to play in making our industry more sustainable. After all, you wouldn't ignore your game's budget in the simulation, so why ignore my real-world carbon budget? During the festival, you'll have the chance to grab City Game Studio at a special discount. Join me in showing that independent game development can be both creative and environmentally responsible. Hope to see you there, and remember - in both game development and sustainability, every small action counts! Take Care, Xavier aka Binogure P.S. No pixels were harmed in the making of this announcement.
[ 2024-12-09 14:35:24 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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