New Features and Strategic Limitations for Balanced Gameplay
Hello everyone!
Thank you all for playing City Game Studio in ever-growing numbers! It warms my heart to see all of you out there playing a game I've been working on for years now!
Your feedback is invaluable, and it's thanks to you that City Game Studio is what it is today!
[h3]Weekly Recap[/h3]
I've been busy as a bee, and I mean really busy. But let me start with the most important thing - the competitors. They were still way too overpowered. Actually, just like in real life, when a company started snowballing, its value would grow exponentially. Yeah, I might have pushed that mechanic a bit too far. Don't worry though, I've put a cap on them. This way they can't become as rich as Musk anymore!

Now for the improvements. The studio director has had a few small tweaks. First off, you can now rename games that are currently in development. Which means you can rename the studio directors' games. Now that's pretty neat!
Next, you can tell studio directors to update their games, or all the company's games, or obviously none at all. I find this super handy, and it means you don't have to worry about doing updates anymore, right?
One last thing about studio directors. I had to put in a limitation. You can't hire more than 16 studio directors anymore. The reason is simple - it's to prevent you from getting bored with the game. This limitation is also there to force you to pick good studio directors. The ones who can manage more than 4 different studios. So if I do the math, you'll be able to publish 16 AAA games simultaneously, and if you have the best studio directors, that's 80 studios, which is about 8,000 employees. You can push it up to 16,000 employees by placing furniture correctly, but that's clearly going to make the game sluggish. So I wouldn't recommend it.
Apart from that, I've slightly tweaked the in-game notifications. Actually, the in-game email management panel. There were a few bugs that are now fixed. Not to mention a small instability that could lead to a crash.
[h3]What's Next[/h3]
While working on the interface, I realized something that should have been done ages ago. On the right panel, when a game is published, you see several curves. Including a curve for marketing expenses. This curve is pretty expensive to display. From now on, this curve will only be displayed if there's something to show. Thus saving computation time for other things.
I also spotted a small bug in the competitor value display. So I'll be working on that during the coming week.
Yes, these are just small fixes and minor improvements. The reason is simple - we're getting close to September 17th, and I want this new version to be as stable as possible!
There you have it. I won't say more, but if I'm spending a bit less time on City Game Studio 1, I've got to spend it somewhere else ;-)
Thanks for reading,
Take care and have a great weekend
Xavier aka Binogure
Thank you all for playing City Game Studio in ever-growing numbers! It warms my heart to see all of you out there playing a game I've been working on for years now!
Your feedback is invaluable, and it's thanks to you that City Game Studio is what it is today!
[h3]Weekly Recap[/h3]
I've been busy as a bee, and I mean really busy. But let me start with the most important thing - the competitors. They were still way too overpowered. Actually, just like in real life, when a company started snowballing, its value would grow exponentially. Yeah, I might have pushed that mechanic a bit too far. Don't worry though, I've put a cap on them. This way they can't become as rich as Musk anymore!

Now for the improvements. The studio director has had a few small tweaks. First off, you can now rename games that are currently in development. Which means you can rename the studio directors' games. Now that's pretty neat!
Next, you can tell studio directors to update their games, or all the company's games, or obviously none at all. I find this super handy, and it means you don't have to worry about doing updates anymore, right?
One last thing about studio directors. I had to put in a limitation. You can't hire more than 16 studio directors anymore. The reason is simple - it's to prevent you from getting bored with the game. This limitation is also there to force you to pick good studio directors. The ones who can manage more than 4 different studios. So if I do the math, you'll be able to publish 16 AAA games simultaneously, and if you have the best studio directors, that's 80 studios, which is about 8,000 employees. You can push it up to 16,000 employees by placing furniture correctly, but that's clearly going to make the game sluggish. So I wouldn't recommend it.
Apart from that, I've slightly tweaked the in-game notifications. Actually, the in-game email management panel. There were a few bugs that are now fixed. Not to mention a small instability that could lead to a crash.
[h3]What's Next[/h3]
While working on the interface, I realized something that should have been done ages ago. On the right panel, when a game is published, you see several curves. Including a curve for marketing expenses. This curve is pretty expensive to display. From now on, this curve will only be displayed if there's something to show. Thus saving computation time for other things.
I also spotted a small bug in the competitor value display. So I'll be working on that during the coming week.
Yes, these are just small fixes and minor improvements. The reason is simple - we're getting close to September 17th, and I want this new version to be as stable as possible!
There you have it. I won't say more, but if I'm spending a bit less time on City Game Studio 1, I've got to spend it somewhere else ;-)
Thanks for reading,
Take care and have a great weekend
Xavier aka Binogure