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Full City Game Studio: Your Game Dev Adventure Begins update
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Repeated intro
Hey everyone!
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
City Game Studio: Your Game Dev Adventure Begins changes
Summer is already here in the northern hemisphere, at least where I live! I'd love to take a few days off, but I also want to keep making you happy. So this week I worked hard to fix as many things as possible while folding in your suggestions.
This Week's Recap
First up: contracts. It turns out contracts are basically an inexhaustible money fountain. So I reworked things a bit. Contracts won't be harder to complete, don't worry about that. A contract will still earn you just as much money as before. But there will be fewer of them, and the count will scale with difficulty. The higher the difficulty, the fewer contracts you'll get. The total number of contracts that can be generated has also been reduced. Previously, the game could keep spinning up an infinite number of contracts as long as you kept completing them.
From now on, between 1 and 5 contracts will be generated per month. So it'll take roughly 3 months to accumulate 15. And of course, the number generated per month also depends on your difficulty setting.
That covers contracts. Actually, one of you sent me a detailed email laying out exactly what was wrong and how to fix it. I just followed your lead. Thanks again for the help!
Now let's talk studio directors. First, a missing fix. When you fired a studio director, it wasn't stopping the development of their current project. Annoying, right? You could always stop it manually, but that was a bit of a hassle. That problem is now fixed.
And since I was already in there, I gave them a bit more responsibility. You can now tell a studio director to only port games to consoles that have a certain market share threshold. Handy for making sure you're squeezing out maximum profit from every port.
What's Coming Next
I know I said I'd work on getting studio directors to produce quality games even in CEO mode. I'm still on it, but it's not straightforward. I've found an approach, but it'll be more trial and error at first.
The annual report was supposed to land this week, but it's been pushed to next week. I'll do my best to get it in. On top of that, there are a few more nice things coming too: more cheat codes, a rework of the conventions interface to make it more practical, among other things.
Alright, that's a wrap on this devlog, thanks for reading. See you next week in the meantime.
Take care of yourselves, Xavier aka Binogure
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