Hype Meter, Server Panel & New Cheat Commands
Hey everyone!!!
v1.27.0 is already here. Don't worry though, it's not the WHOLE v1.27.0 landing at once, just the very first iteration, adding a few nice little things.
[h2]This Week's Recap[/h2]
I've been working on the interface again. Mainly because I took the time to put together a small guide showing you how to make an online game that lasts for years and stays profitable over time. Basically, imagine you're building a League of Legends where your entire studio depends on that single game (wink wink). For anyone curious, the guide is right here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3686057168
And with that came a few interface tweaks. First up: hype. You know how when you're working on a game and you announce it, there's that red vertical bar filling up on the left side of your screen? That's your hype meter. When it's full, it's time to release your game. The problem is, knowing exactly when it's full has always been a bit tricky, since that bar is only accurate to about ±10%. So I added a small text overlay showing you the exact value. That should make all the min-maxers out there very happy when timing their launches!

The other change is about the server management panel. Yes, you can have servers in City Game Studio. I felt that using the cloud wasn't intuitive enough. So I reworked the interface a bit. Things that looked disabled no longer do, the slider adjusts properly, and more numbers are displayed. It was needed, and it looks a lot better now.

On top of that: the in-game console. This time I mean the terminal for cheat codes. I added a few new commands. The man command lists all available cheat codes, super handy when you want to see everything at once, though fair warning, there are a lot. Anyway, among the other new commands, there's one for your consoles: you can now fake your console scores. And you can also complete any update or DLC in a single command. You asked for it, it's done, and I'm happy.

[h2]What's Next[/h2]
I'm planning to rework the banker. That's the next big thing, making sure he gives you more chances, while also making it not too easy to pull one over on him. I mentioned it in a previous devlog, so you already know what's coming.
On top of that, I'm planning to add new, more powerful servers that should arrive during the 2020s in-game. Because late game shouldn't mean you've got nothing left to do. New PCs for your employees too, just to refresh the hardware a bit. Visually they'll look almost the same, it's what's under the hood that'll change the stats.
I also have some things planned for the digital store. I'd love for you to be able to organize festivals in there, which means new things to implement. So yeah, there's quite a bit in the pipeline, I hope you're excited! Especially the arrival of Skylight 12 and Linux Kernel 7.
Alright, I think that covers everything.
Thanks for reading,
See you next week,
Take care of yourselves in the meantime,
Xavier aka Binogure
v1.27.0 is already here. Don't worry though, it's not the WHOLE v1.27.0 landing at once, just the very first iteration, adding a few nice little things.
[h2]This Week's Recap[/h2]
I've been working on the interface again. Mainly because I took the time to put together a small guide showing you how to make an online game that lasts for years and stays profitable over time. Basically, imagine you're building a League of Legends where your entire studio depends on that single game (wink wink). For anyone curious, the guide is right here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3686057168
And with that came a few interface tweaks. First up: hype. You know how when you're working on a game and you announce it, there's that red vertical bar filling up on the left side of your screen? That's your hype meter. When it's full, it's time to release your game. The problem is, knowing exactly when it's full has always been a bit tricky, since that bar is only accurate to about ±10%. So I added a small text overlay showing you the exact value. That should make all the min-maxers out there very happy when timing their launches!

The other change is about the server management panel. Yes, you can have servers in City Game Studio. I felt that using the cloud wasn't intuitive enough. So I reworked the interface a bit. Things that looked disabled no longer do, the slider adjusts properly, and more numbers are displayed. It was needed, and it looks a lot better now.

On top of that: the in-game console. This time I mean the terminal for cheat codes. I added a few new commands. The man command lists all available cheat codes, super handy when you want to see everything at once, though fair warning, there are a lot. Anyway, among the other new commands, there's one for your consoles: you can now fake your console scores. And you can also complete any update or DLC in a single command. You asked for it, it's done, and I'm happy.

[h2]What's Next[/h2]
I'm planning to rework the banker. That's the next big thing, making sure he gives you more chances, while also making it not too easy to pull one over on him. I mentioned it in a previous devlog, so you already know what's coming.
On top of that, I'm planning to add new, more powerful servers that should arrive during the 2020s in-game. Because late game shouldn't mean you've got nothing left to do. New PCs for your employees too, just to refresh the hardware a bit. Visually they'll look almost the same, it's what's under the hood that'll change the stats.
I also have some things planned for the digital store. I'd love for you to be able to organize festivals in there, which means new things to implement. So yeah, there's quite a bit in the pipeline, I hope you're excited! Especially the arrival of Skylight 12 and Linux Kernel 7.
Alright, I think that covers everything.
Thanks for reading,
See you next week,
Take care of yourselves in the meantime,
Xavier aka Binogure