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I'm glad to see your excitement about City Game Studio. I'm a solo dev on this game, trying my best to make the best game dev simulator.
In City Game Studio, there are Indie games, normal games, big games and finally AAA. Obviously you start by creating Indie games. Once you've become good at it, you move on to normal games, then to big games and finally to AAA games. However, when you create normal or larger games, you have to manage your employees, some of whom will go on vacation during certain stages of the game development. So you're gonna have to be careful with who to send on vacation and when.
Also, hiring staff is important. To make quality games you absolutely need a team that is able to produce as many design/development/polish points. So the staff are interested in game creation techniques, but not in game genre they create.
Then, over time, game creation becomes more complex. New types of games are unlockable, and new gauges appear with new technologies. In 1976, we had to manage nine gauges, but in 2000 we had to manage 15. The gauges appear as they are used.
About evolution with time, for example, from the 1990s onwards, it became possible to buy servers and to create games online. From the 1970s to the 1990s, game ratings were received by magazines. From the 90s onwards, it was websites that gave the scores for the games.
Marketing in city Game Studio is complex. There are pre-production marketing and post-production marketing. Pre-production is simple, just decide when and how to announce the game. Post-production is more elaborate. There are seven different marketing campaigns to choose from that have more or less impact on sales. This number is changing, we start with two types of campaigns in 1980, and finally in 2005 we have 7 different campaigns. In addition to this, there is the possibility of participating in conventions and of organizing conventions. Be careful, it is not enough to go to a convection to be seen. You have to be sure that the type of game corresponds to the convention at which you are going to show the game.
There are many ideas that you've mentioned. There are several possibilities. Either the implementation would make the game too complex, or it would be too complex to implement it now. City Game Studio is on steam, and I'm going to provide an API to make mods (via the workshop steam) to implement new ideas.
You can follow the progress of the game development here:
https://github.com/binogure-studio/city-game-studio-i18n/projects/1
Thank you very much for your interest in City Game Studio.
Much respect for you developing a game on your own. I wrote such a big list of suggestions because I didn't know you were by yourself.
Still, my enthusiasm for this game hasn't changed and I look forward to trying the game.
Good luck and good job!
If not, would you consider making the experience a little more like that in one campaign? Obviously not in 1976, but if we started in a campaign for 2019 - posting on the forums, ignoring the forums, etc kickstarter, etc for indie game would be great.
Anyone interested in this has probably already played the software tycoon games where you have to pick the right % of graphics, sound, story to make the game for that genre combination.
So while I suggest keeping it in there, I would recommend some events.
Example would be based on the type of game, you could pull random events:
Strategy Game:
"The Strategy Game sounded good on paper, but now that you've played it the RNG algorythm you are using seems to create more fails than wins and it is very frustrating. Youve checked the source code and done everything properly but the game just isn't fun or satisfying"
A) Leave it, this is RNG and working as designed. It's probably just luck of the draw.
B) Create a more Gaussian style of RNG where people will have more mid-range rolls than extremely high or extremely low scores.
C) Go back to the drawing board and replace RNG with some mini-game.
All these quesitons some asks themselves.
They don't even have to be coding problems. It could be:
"A random idiot on the Steam forum who you never heard of suggests your name $gamename doesn't make him want to play it or make him think of that genre of game. What do you reply to him on the forum?
A) STFU N00b, I name the game. (no change)
B) Great Idea, what do you suggest? (system pics random $gamename)
C) I'll run a contest and pick the top name (system pics random appropriate $gamename)
D) I'll type in a different name and see how that goes (enter new $gamename)
Other events could be conflicts between employees where one has an idea to improve the game that is radical but everyone else says it was already done in this other game, etc.
Siding with them improves their morale and changes the direction of the game.
Could even be office romance - do you forbid it, fire them, warn them or ignore it..etc.
I could help with this and you could add mod support to create more events.
Your suggestions are good, and I liked them, but Im afraid that people are going to get used to those questions, and after a while they are going to get annoying more than funny.
Maybe, after the 00s you can hire a community manager that handle it
I only saw you comments today.
Liked the ideas a lot. And regarding the Dev's answer, I don't think it would get repetitive if there are LOTS of events and do not happen in every single game that you make.
Again, I think these simple things could add a lot to the game and make every game you create unique.
And then I remember that it is just one person developing the game :)