Hi there everyone. I've been getting lots of requests for updates
over the past couple of months. I've been going through some major
changes in my life at the moment and havent had a whole lot of time to
put into Showtime 2. One thing I have been working on though is bumping
up the game's resolution. The game has so far been built in 1366x768
resolution to allow gamers on laptops to still be able to play the
game... I have been looking at options to "scale" the game for larger
screen resolutions and I just havent been happy with the image quality
which has been quite blurry. I ultimately decided to re-create all
assets for the game at a HD 1920x1080 resolution. What this ultimately
means is that the game will now be built at a HD 1920x1080 resolution
and can then be scaled down to 1366x768 without any quality loss. This
has been a very time consuming process but ultimately I think its worth
it.
These changes have all been quite cosmetic so far so I really
dont have a lot to show off, however next month I should have a really
good update lined up with some juicy new features. Thank you all for the
interest so far; I havent forgotten you guys and the game is certainly
still a high priority for me. I apologise for keeping everyone in the
dark but I promise I will have a proper update for you all by mid-July
:) I've been dying to get back into programming the game but I certainly
feel it was necessary to sort out the graphics while it was still
relatively early in development. At this stage I anticipate the
development will go into early 2016 before it is available on Steam's
early access. Thanks for reading!
Happy Easter everyone! Sorry about the delay with March's devblog, I
needed something to talk about before I posted up. These last two months
I have focused mainly on the technical side of Showtime 2. I have been
migrating code and designs over to the new .NET framework and that has
been quite a time consuming process. What I can tell you about this
process is that I have discovered countless new ways to write the code
and make it more efficient. This has led to faster loading in-game and a
much cleaner way of approaching certain tasks and little effects within
the game. It is a very challenging process though and unfortunately one
of those things that cant exactly be hurried up.
The joys of programming!
Steam Achievements & Trading Cards
I am pleased to announce that Showtime 2 will come complete with a
ton of Steam achievements for all you trophy hunters out there :) I
know a lot of you wanted to see the Steamworks API integrated into
Showtime 1, which was all but impossible at the time, so I opted to
include them in-game instead. However with using the .NET framework this
process is steamlined and Valve have done a great job in providing
assistance for ways of integration. I have yet to establish the limit
for Steam achievements but I'm aiming for about 40 - including some from
the original game. Trading cards will also be made available on Steam
day 1 for all you collectors out there.
Box Office Revisited
I got a request to show off a little more of the box office and how
that's shaping up. The box office will now contain a Top 20 list of the
week's top films, as well as a little icon where you can view the weekly
takings from each region of the world via a drop-down. You will also be
able to sort the list into a monthly run-down of chart data if you are
so inclined. As with Showtime 1, the pie chart will make a return for
visual representation. The game will also have a Year to Date section,
where you can view the Top 20 movies of the year as well as a return of
the Hall of Fame -- which will be limited to a Top 10 list.
I am currently looking to expand the Hall of Legends list for a
local Top 10 list of all top grossing films through ALL of your play
throughs of the game, as well as AI opponents. I am hoping to expand
this to also include an Online Top 100 list where you are able to
compete with other players and upload your high scores to the internet.
The AI I have designed to be more aggressive in Showtime 2,
studying which genres you like to stick to and releasing competing
movies on the month's you expect big returns. This encourages players to
change it up to stump their AI opponents and ultimately bring a diverse
range to their filmography. This will all be explained more in-game
through the tutorials.
Facilities and Upgrades
And lastly, I have started work on the upgrade system for the game. I
have done away with individual staff hiring and instead opted for a
“Research Budget”. You can choose how much you would like to allocate to
each department, or focus all your attention on a specific area: Film
Technology, Sound Technology, Facilities, Sound Stages or Sub-Genres.
Each facility will come with their own specific unlocks which make them
more efficient too. You can ultimately tailor your research to the areas
you wish to focus on. The screenshot provided is not at all final, but a
very early representation of what I’m talking about here.
Thanks for reading!
Firstly I'd just like to say thank you to all those who have been
commenting in the board below. I read them all and although I dont
always have time to reply I take all suggestions and comments seriously.
So thank you to everyone who has taken the time.
Secondly, this month has been pretty big for the game albeit
rather slow in terms of development. I have decided to shift platforms
and see what else was on the market to program the game in. Everything
from C# to .NET to Xojo to even Unity Engine. I spent about 4-5 days
"porting" the code over to these platforms (each!) to see how fast I
could recreate the game and how everything was shaping up, so work on
adding new features has been slow. But i'll touch down on what has
happened...
Skins
Themes/skins will now be present in the game. It was something I wanted
to do with S1 but wasnt able to in the end with how the design worked,
but starting from the 20s all the way up until the 90s there will be
seperate skins. These change when you move into a new decade and are
(hopefully) reflective of what was 'popular' or the common themes. For
instance the 20s is a black and white TV style theme where as the 50s
theme is more shiny, daphne blue. You will be able to disable these from
the start of the game and through the options menu, or just choose a
theme you most prefer from the get-go (these will need to be unlocked
though!).
Music
A lot of players from the first game wanted to see some sort of
soundtrack accompany the game. Those people will be happy to know I have
a wicked soundtrack lined up. It is comprised of a number of licensed,
creative common and custom-made tracks, including some amazing tunes
from Viktor Ståhl (check out his Spotify page here).
The game will feature a growing soundtrack and adapt as you make your
way through the 20s-30s-40s, etc. Its something I'm quite pleased to
introduce. You will of course be able to switch to your own player at
any time and can even separately adjust the volume of the music player,
but with the incredible soundtrack I have lined up I highly doubt that
:P
Movie Roles
I got a lot of requests from people wanting to create their ultimate
super-hero movies and now that's entirely possible... Roles have been
given a makeover to allow players to fully customise the characters in
their movies. You can now assign up to 12 characters (6 leading and 6
supporting roles), as well as 2 cameo appearances and of course the
usual speaking and background extras (which have had their maximum value
bumped up to 100). When you add a new role to your film, it will be
randomly assigned a character role, which you can change if you wish.
From here you can also assign the role a gender before proceeding onto
the casting stage. For sequels, your roles will be automatically
generated, and you can remove/switch them around as you please.
I for one can't wait to make an epic Batman franchise! I even
started building one in the pre-alpha (check out the screenshot! :P)
Platforms
Lastly I would like to discuss platforms for the game. The game is
currently in development for Windows 7+ and will support Windows 10. The
engine I am rebuilding my source code in is designed to allow
multi-platform support, so I wont rule out porting to Mac or Linux
systems when the game is closer to release. Porting isnt an easy thing
and my resources are limited, so my focus is on Windows at this stage.
Thanks for reading!
Hey hey! This is the first of (hopefully) a stream of monthly updates
for... Showtime 2! I've been working on this game for a while now. I
received a ton of great feedback and feature requests from Steam players
and unfortunately I wasn’t able to add them to the first game. So as a
side project to updates, Showtime 2 [S2] began. So, without further ado I
present to you...
UI Design
I spent a great deal of time on the interface. I wanted it to feel
familiar but also fresh and vibrant. Showtime was quite a dark game, so I
opted for lighter colours this time. The resolution has been bumped up
to 1366x768, a 16:9 aspect ratio. Showtime in comparison was 877x683, so
significantly smaller -- however it was never designed as a full screen
game. I took on the feedback I received from everyone on Steam and so
I'm sure this is something a lot of you will be happy to see.
You may be asking, why not 1920x1080? And the answer is that
although this is an ideal resolution for someone like me, and many
others, the standard for a lot of players is still 1366x768. The
game is able to be upscaled, but it can’t be downscaled. So the trade
off in this case was finding a resolution that is able to be played on
laptops as well as large monitors. This resolution will hopefully keep
people happy.
Upon launching the game, a screen will appear which allows the
user to select between a traditional Windowed mode or Full screen. The
game handles scaling the same way games like Prison Architect does; by
changing the resolution of the OS when the game starts and restoring the
resolution when the game closes.
Tutorial
Another feature I am quite proud of in early development is the tutorial
system. I learnt a lot moving from Bestseller to Showtime in terms of
improving the tutorial system, but a lot of players still found it a
little confusing and lacking in explanation. So this time, I've gone all
out! In Showtime, 33 tutorial popups helped to guide you through the
game. With this new dynamic tutorial system, I aim at 120+, as well as
the "help" icons making a return from the previous game.
It has been difficult however in finding a balance... as a designer
its hard to overcome tutorial-fatigue ("oh mannn annnootthherr popup! GO
AWAY!") while still explaining all of the features available in the
game. So i'm doing my best in that regard and I think the final system
will be quite good. The option to turn off the tutorial will of course
be available in-game as well as when you first start a new game.
Box Office
The box office design will probably look very familiar to players. I
really wanted to keep things similar to how they worked in Showtime with
some minor improvements. You can now click on any of your movies to
move directly to their respective filmography page. This was a big
feature request in the first game but something I just wasnt able to do
without (believe it or not) major tweaking to save data files. I had
considered bumping it up to a Top 20 list and played around with it but
ultimately it felt unnecessary. Once a film drops out of the Top 10,
it's no longer relevent anyway and you can see how well its doing from
the filmography page anyway. Still, this is something I've been umming
and ahhing over so if you have any input on this please feel free to let
me know.
Levelling up, Facilities and Staff
Apart from what I’ve just discussed, I've got a list of about 50
feature requests from people from Steam. Not all made sense, but the
majority certainly did and I've made it my mission to cram this game
with as much content as I possibly can while still maintaining that
Showtime-flavour. Among the biggest upgrades is certainly how
Facilities, Staff and Research is handled. The player will now LEVEL UP
their facilities, and research items in order to make bigger and better
movies. You can still purchase upgrades. Likewise, staff can be hired to
research better industry items faster and these will generate points
you can "spend" around your studio.
Talent handling has been completely overhauled :) I'm really
happy with the way its all shaping up. You will now be able to view a
talent's profile at any time. Characters are no longer limited to "works
best in..." genres. Instead, they will level up in every genre
depending on how often they work in that field. So you can cast and
develop very diverse actors/directors/producers. You will also be able
to view their full filmography (including seperate acting, directing and
producing credits), and finally any awards the talent has won. Actor's
will also have busier schedules... AI studios will hire actor's for
projects before you can have a chance to get to them, so talent
contracting will be more important than ever in securing premium talent
for your movies.
Thanks for reading and this time next month I should have another update ready for you all :) Cheers