Tycoon City: New York

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Make it big building your own business empire in modern day New York City. Here’s your chance to make it big in the Big Apple…New York City, the city that never sleeps. Go for broke building your own Manhattan empire, creating and customising over 100 types of major businesses: run an exclusive nightclub, oversee a media conglomerate, open a lucrative Broadway theatre — the choices are endless. As your success grows, so will your reputation — your face on TV reports, your name in lights, and the city at your feet.

Format: PC
Release 24 Feb 2006
Developer: Deep Red Games
Publisher: Atari
Players:
PEGI Rating: NUL
Editor Score: 7 User Score: 6
Tycoon City: New York boxshot on TotalVideoGames.com

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Tycoon City: New York - Developer Diary #1 Feature

Derek dela Fuente

08/12/2005

Derek dela Fuente

TVG teams up with the folks at Deep Red to bring you a close look at the development on their latest title...


Tycoon City New York, to be released early next year, coming from Atari on PC, is best described as a God Sim management game with delightful presentation and ideas from Britsoft team Deep Red. TVG will be getting a full overview into the game with three insights from team members starting with diary one from Luigi Fusco, the designer of the game.

Tycoon City: New York - diary entry by Luigi Fusco, Designer


November 2005

November has been a good month for 'Tycoon City: New York' (TCNY). We've managed to get a good, stable build and from a design team perspective, we've managed to make some serious headway to finalizing the 'story mode' of the game as well as some King Kong size leaps into balancing and tweaking of values.

Having non-stable builds is a pain the backside for everyone, but on this particular project, it hit the design team the worst. The coders have their own local versions that they can get on with and the artists, although finding it difficult to check their work in-game, can continue working without one. For us however, it became a serious case of 'tools down'. The design team writes all of the scripts for the game. This includes both running the overall game as well as the individual opportunities (or 'stories') that the player gets to play through. We have gone out of our way to make sure that the scripts are easy to read and generic as possible and whilst we haven't achieved a 100% success rate, we're close enough that we can all understand each others scripts for editing and debugging purposes. They are quite complex (from a design point of view) and with builds either crashing or not able to be played, it means that we simply cannot get on with the job of writing them. This has been one of the major issues that we have had to deal with from our perspective, but of course, with a game this big and this involved, getting a stable build during development is a very difficult thing to achieve. In hindsight, this is one thing that had we known the knock on effect would have had the impact it did, we would have pushed for more stable builds a lot sooner and a lot harder than we did. It's one of those things that we simply took in our stride & were possibly a little too patient with.

In a game like TCNY, the size of our data base is on a par with some national military networks. We have citizen types who have very individual characteristics; they like different music, eat at different restaurants, play different sports and have different favorite hangouts. Our accommodations and businesses have unique values, such as how much money people spend or the time someone takes before moving on. Our people will go to the cinema and watch a film for about an hour and half and then leave. They'll go to the book store, spend about fifteen minutes browsing the books and if they see what they like, they'll buy it, leave & continue on their way. We control all of these different elements via a database that if spread flat on the ground, would wrap around the world at least twice. Ok, that's actually not true, but you get the idea!

At the end of last month, one of our design team left. She's getting married and decided that her personal life is more important than creating video games. I really can't relate myself. We prepared for her leaving by having her concentrate solely on her 'Opportunities'. It was important that the designers scripts were as close to 'final' as possible before she left so that all that was left for the rest of us to do was fix any bugs as we stared down the barrel of a beta build. Pleasingly, this all went to plan and in retrospect I'm happy that we took enough precautions to deal with her leaving.

A surprising, yet pleasing thing happened at the beginning of the month. When a new starter is announced, the whole company is sent a diary entry via email so that we all know 'who' and 'when'. I did a double-take and heard a chorus of 'eh?'s down the room as a new starter email was received. A very popular member of the coding team who left less than a month ago has come back! The fact that he is an all round nice guy and he's a flipping brilliant coder is a morale booster and we're all left looking at each other wondering 'what's happened there then?' It looks like he simply didn't like his new life at the other developer (who shall remain nameless). Upon hearing this, we simply asked him to come back to work for us again. We are more than happy to welcome any ex Deep Red flock back in to the fold. It just goes to prove that the grass really isn't always greener on the other side.

TVG and Deep Red will return with Chapter 2 in early January with the lead programming talking about the technology behind the game...
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Anonymous


Date Added:Wed 23rd Apr 2008 01:01
Please HELP...how do you build an HQ >? I have all the prerequisites...
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Anonymous


Date Added:Sat 19th Jan 2008 12:56
how do you build an HQ >? I have all the prerequisites...
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Anonymous


Date Added:Wed 16th Jan 2008 12:00
is it just me or is it getting harder and harder to actually a buy a game these days, ive looked at several sites now including atari and can i see BUY GAME lol no that would be to easy
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Anonymous


Date Added:Thu 31st May 2007 21:04
is it a free trail
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Anonymous


Date Added:Sun 27th May 2007 03:42
Who doesnt like this game
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Anonymous


Date Added:Sun 27th May 2007 03:38
this is a great game
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Anonymous


Date Added:Wed 4th Apr 2007 20:41
funny ringtones
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PC | Sim | Tycoon City: New York | Tycoon City | Atari | Deep | Deep Red Games | UK | Released in 2006 |

Editor and User Scores


Editor Score: 7 User Score: 6