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.
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 gameGame development
The development of the game is broadcast on twitch using the channel binogure.
Save File Optimization: Improved Stability and Performance
Loading a game isn't much faster, but listing your save files is. In fact, I rewrote the save loading algorithm to make it more stable and faster. The old save management algorithm dated back to early access. With this new algorithm, you'll no longer be stuck in-game when you save. All of this has been fixed. And as a bonus, an error report is sent if a save cannot be completed. This will allow me to find the error and fix it. This error report includes the error code, file size, and the name of the file that caused the problem.
I've also reworked some of the game's icons to make it more modern. I hope you'll like these small changes.
But unlike last week, I'll focus on this task, and only this task. If I manage to finish early, I'll work on the next item, which is reworking the human resources interface. But that's only if I have time to do it.
That's all from me, thank you for reading.
Have a great day!
Xavier aka Binogure
Hello everyone!
Things are progressing well, and I'm happy to tell you that I've fixed the save file issue. Or at least isolated the problem.
This means I couldn't make progress on mods, but I'll tell you all about it right away!
Weekly Recap
As I mentioned at the beginning, I've improved the save file management. First, I optimized the save file size. Small save files have gone from 3 MB to less than 1 MB. Meanwhile, the larger ones, I'm talking about those over 15 MB, now take up less than 5 MB. And that's really great. By optimizing the save file size, I've also optimized the loading speed, but all of this comes at a cost. Creating a new save file takes more time. But since save creation is handled in threads, this is completely transparent to you.Loading a game isn't much faster, but listing your save files is. In fact, I rewrote the save loading algorithm to make it more stable and faster. The old save management algorithm dated back to early access. With this new algorithm, you'll no longer be stuck in-game when you save. All of this has been fixed. And as a bonus, an error report is sent if a save cannot be completed. This will allow me to find the error and fix it. This error report includes the error code, file size, and the name of the file that caused the problem.
I've also reworked some of the game's icons to make it more modern. I hope you'll like these small changes.
What's Next
Last week I told you that I needed to work on the mod rating system. Since I spent the week on save file management, I couldn't make progress on that topic. So, this week I'll spend my time improving mod support to give them ratings.But unlike last week, I'll focus on this task, and only this task. If I manage to finish early, I'll work on the next item, which is reworking the human resources interface. But that's only if I have time to do it.
That's all from me, thank you for reading.
Have a great day!
Xavier aka Binogure
[ 2025-04-18 14:55:34 CET ] [Original Post]
Minimum 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
Recommended Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 4 GB RAM
- Graphics: OpenGL 3.0 (1600x900)
- Storage: 512 MB available space
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