




Old Bugs and New Features
I've received feedback about some unlikely situations regarding old games created in City Game Studio. Updating an old game significantly reduces sales. After investigation, I found the source of the problem. When you update a game, it gets "rejuvenated," but the update artificially "ages" the game. I did this to balance the game, since an old game receiving an update won't have as much impact as a newer game receiving the same update. In short, my algorithm didn't account for games that remained on sale after more than 10 updates. So, I revised my approach and made sure that even old games receive a bonus when updated. This little bug was somewhat annoying to investigate, but I think it was worth it.
This week I finally had time to work on tooltips. AT LAST! Now when you start a new game, it won't constantly spam you that the difficulty is too high, but will display a popup that will disappear when you close it. But to avoid "forgetting" that the game is too difficult, it will show a popup that doesn't cover the screen while still being visible. I've also added a command to cheat by changing your employees' happiness. It's super practical and was really missing when playing in sandbox mode. I wanted to work on the studio selection screen, but I haven't had time yet. I hope to finish it before the release of v1.22, but I'm not sure.
Well, next will be a direct redesign of the studio selection panel. But it's going to be a big piece of work - the more I break it down, the bigger it gets. So I'm looking at things that are a bit "simpler" to do, to give you new content each week. But I think I'll work on the problem of the number of units sold for online games exceeding the number of units sold for consoles. This is due to the display mixing subscriptions and sales. So if a player plays the game for 6 months, it counts as 6 sales instead of just one. This bug has been around for a very long time, but I haven't fixed it yet because it's rather difficult to correct. Otherwise, I've seen your feedback from the last post, thanks for that. And since I'm already planning to work on a sequel, know that it's in my specifications for CGS 2 (I haven't set the name of the sequel yet). Well, if you also have feedback, go ahead and share your opinion in the comments because it will influence the upcoming updates to City Game Studio! Thank you for reading. Have a great day, Xavier aka Binogure
[ 2025-02-28 09:19:58 CET ] [ Original post ]
Hello everyone! It's been an incredibly busy week for me! As you know, I'm working on City Game Studio and the next big update, but my other game, which is much smaller than City Game Studio, is in the middle of a Steam festival. And honestly, it's adding a considerable amount of work. The feedback is good, and I'll be able to improve Fortune Avenue thanks to it! If you want to check it out, it's here: https://store.steampowered.com/app/2515100/Fortune_Avenue_Demo/?utm_source=CGS-announce
Weekly Recap
I've received feedback about some unlikely situations regarding old games created in City Game Studio. Updating an old game significantly reduces sales. After investigation, I found the source of the problem. When you update a game, it gets "rejuvenated," but the update artificially "ages" the game. I did this to balance the game, since an old game receiving an update won't have as much impact as a newer game receiving the same update. In short, my algorithm didn't account for games that remained on sale after more than 10 updates. So, I revised my approach and made sure that even old games receive a bonus when updated. This little bug was somewhat annoying to investigate, but I think it was worth it.

This week I finally had time to work on tooltips. AT LAST! Now when you start a new game, it won't constantly spam you that the difficulty is too high, but will display a popup that will disappear when you close it. But to avoid "forgetting" that the game is too difficult, it will show a popup that doesn't cover the screen while still being visible. I've also added a command to cheat by changing your employees' happiness. It's super practical and was really missing when playing in sandbox mode. I wanted to work on the studio selection screen, but I haven't had time yet. I hope to finish it before the release of v1.22, but I'm not sure.
What's Next
Well, next will be a direct redesign of the studio selection panel. But it's going to be a big piece of work - the more I break it down, the bigger it gets. So I'm looking at things that are a bit "simpler" to do, to give you new content each week. But I think I'll work on the problem of the number of units sold for online games exceeding the number of units sold for consoles. This is due to the display mixing subscriptions and sales. So if a player plays the game for 6 months, it counts as 6 sales instead of just one. This bug has been around for a very long time, but I haven't fixed it yet because it's rather difficult to correct. Otherwise, I've seen your feedback from the last post, thanks for that. And since I'm already planning to work on a sequel, know that it's in my specifications for CGS 2 (I haven't set the name of the sequel yet). Well, if you also have feedback, go ahead and share your opinion in the comments because it will influence the upcoming updates to City Game Studio! Thank you for reading. Have a great day, Xavier aka Binogure
[ 2025-02-28 09:19:58 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
377
🎹🖱️Keyboard + Mouse
Very Positive
(1361 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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