Deep Design
Author: Binogure,
published 1 month ago,
Hello everyone!
I'm happy to be back with you, as every week, for this devlog.
I must admit that this week has been more about intense reflection than anything else. I've been racking my brain trying to figure out how to properly integrate the studio director.
For example, how is the studio director supposed to choose a game's price? Because it depends on the game's size. So if the studio director makes a AAA-sized game, the price will need to be adjusted. Therefore, I had to think about these different cases. For the specific case of pricing, you'll be able to slide the price between "gaining more fans" or "generating more revenue." This way, the studio director will optimize the price according to your directives.
What about specialists?
Again, I had to make some challenging choices. Do we assign a specialist to a studio director, or do we let the studio director pick from available specialists? I preferred the second option. For example, when you want to make a AAA game, the studio director will take the first available producer, and if this producer has a specialty and you've set everything to automatic, then the studio director will choose the game genre that best matches the producer.
[img]https://clan.cloudflare.steamstatic.com/images//31019566/1450295a41215e1207e7069ac733e9bc80e51432.png[/img]
The idea is to make your life easier. But the choices offered must also make sense. So, for now, the studio director panel only displays game creation options. But it will need to display other information such as the revenue generated and what they've earned. A rating will be assigned to the studio director that will allow you to judge their skills. This rating will be based on previous games they've directed. You should therefore be able to consult the list of games they've directed.
In short, the studio director will take longer than expected to be fully functional, but I don't want to rush the feature and deliver something that only half works.
You'll need to be patient, I'm doing my best!
I received other interesting feedback about studio furnishing. Your ideas are good and will likely be added for v1.22.0, an update dedicated to studio furnishing!
Many of you use mods. Some mods improve City Game Studio's lifespan, but sometimes at the cost of poor balance. Also, to make your life easier, I thought about working on an algorithm that will automatically analyze mods and warn you if a mod impacts game balance. Well, that's a big piece, so I think I'll keep it for v1.23.0, but I think it will help everyone better understand the impacts of mods.
That's all for this week.
Thanks for reading
Take care
Xavier aka Binogure