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It's probably best to email the save file, and I'll take a look. Otherwise, I'll need steps to reproduce what you're doing because all I see is numbers on a webpage.
https://wiki.gearcity.info/doku.php?id=troubleshooting:steam_savegamefile
I have no factory or branch, just designed a chassis and licensed it for 1 billion royalties a piece.
Unmodified, nightmare, just poc.
The licensing companies shares don't go down, and since the market cap of that company is less than 1 billion, it stands to reason the company isn't actually paying for it.
Edit: Works with 10 billion a piece as well.
Thank you! Let me know if you run into anything else.
Btw with your Aeromogul, there are already lots of airport games with tons of features and an established fanbase.
If you want to boldly go do one with spaceships. Everyone who likes Gearcity won't have a problem with another spreadsheet game, but if you want more you could do 2d simulated module placement or somesuch.
Cars is just cars and planes just planes, but space is an entirely new field, even though it's almost as old.
It's not an airport game. It's an airline management game. And it's already a year and a half into development, and 14 years in preproduction, so it's unlikely to be changed.
Check out Buzz Aldrin Race Into Space!
I'm not trying to keep you from making an airplane game, all I'm saying is the airplane market is saturated, but the spaceship market has some crappy designs.
If you want to make a game you want to play for yourself, great, but if you want to make money with it you need people to buy it, and in that case you need a game people want to buy and not one you want to sell them, if that makes any sense.
If it's good people will buy it either way of course. I'm looking forward to whatever you're making there.
400 reviews? Oh, someone made a remake. I wonder if they got Buzz's permission. This was the game I was referring to: https://en.wikipedia.org/wiki/Buzz_Aldrin%27s_Race_Into_Space
As someone who has been in the business for 14 years now, games like Kerbel Space Simulator 1/2 (the leader in building space things) cover a broader swath of the niche than "Airline Manager," the current leading Airline management game on Steam, does of Airline management games.
You are correct that space has a larger commercial appeal. However, it also has MANY more games in that niche, including A/AA/AAA level games. Airline games, not airplanes, not airports, but AIRLINES, is a smaller market devoid of a good, single-player game for 30 years since AeroBiz and AirBucks.
This is much the same reason I started GearCity, in which car business simulators are also a small niche. It's just my unfortunate luck that a larger group of devs got a similar idea simultaneously.
Thanks for the insight. I would have never guessed! :)
Ultimately, you want me to make the game that you want me to make. I get that, and I may entertain the idea in the future. But your lack of trust that I haven't done market analysis, research, budget, and technical analysis of the core game design saddens me. I make games about running businesses. Do people really think I'm that incompetent at running a business?
I originally intended to make AeroMogul in 2010, but it had market and technical concerns. So, I made GearCity, which had budget concerns. And it shows. Fast forward to 2020, I greenlight AeroMogul as my next game because it no longer has market or technical concerns AND it has interest from A-AAA level publishers. With a realistic space game, I would have, at a minimum, budgetary issues and no core plans for a game. (I also have market concerns. Case in point, you see how well the Buzz remake did.) That means I would have to start from scratch, "Make a realistic game about space business." I've got no more, no less to go on. So, it would need at least six months of preproduction to get off the ground. Whereas I did the fundamentals for AeroMogul in 2009. I finished preproduction in 2020. And I already have about $100,000 worth of programming labor in the game already. In about two more work months, it's a fully playable game. In about 2-3 work years, fully sellable game. It would be asinine to throw all that away and start from nothing. In a market space, I ascertain, is difficult to complete at a high level graphically and design-wise.
I have a short list of possible game ideas for the future. A space tycoon (not real-world spaceships like a realistic private space industry sim, but a more sci-fi-oriented idea) is on that list. It's a lot of graphics, which means paying people to work on the game, which is more budget than I have. And there are already good games in that market with similar premises, thus increasing the risk of failure. Is it the 3rd game I make? Likely not, but the idea is there.
Anyway, thank you for your support and for proposing the idea. I deemed the Airline industry the best path forward for my second game, considering the budgetary hurdles I have to work with and what I view as major technical hurdles that I solved, which prevents most other developers from moving this sub-niche forward. The market is big enough to be profitable. But no one has done a high-quality single-player game in this field in a long time. The tech behind AeroMogul will likely become a major game changer in high-quality business sims in the future. But sadly, it's mostly a game changer for terrestrial businesses.
A side note. If I wanted to make money, I wouldn't be making tycoon games or working on video games. 99% of the games on Steam gross less than $5,000. Business software is where the money is at. I plan on doing COBOL conversions if I had to get a job.
Space? https://steamhost.cn/app/954850/Kerbal_Space_Program_2/
Automobile Business Sims? https://steamhost.cn/app/293760/Automation__The_Car_Company_Tycoon_Game/