A cool idea: update or patch option?

I think a cool idea would be to add a research option called “create an update” which would be a cool way of doing bug fixes and stuff or maybe change the sliders in dev stages 1,2,3.
For example if I accidently release a game with a bug in it I could release an update, at a price of course, where I could maybe change the sliders a tad to improve the game or get rid of the bugs that were in your game, kind of like a patch but it could be a research option.

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That would be fun! :panda_face:

Totally agree! Yeah!

I’d rather see an automatic updater/patcher implemented in the actual game first.

Clicking around to find a specific link in a specific email, to get an update, is pretty low tech.

I think you’re a bit off topic here…

We meant an Update to a game in the game!

For that to work, that would mean when you create a game, the bugs aspect of game development would need changed, so patches aren’t just worthless.

you do know that there are patches in game dev tycoon right? They pop up if you have to many bugs in you’re game!!!

I had 1 bug and I needed to make a patch…it needs to be balanced.

I think a patch is very different from an update, an update usual include NEW features and patchesa re bug fixes. It would be really cool to have an option to update games or make DLC’s for games that are hits. I think it isn’t good that MMO’s are the only ones that you can make DLC for

Updates include bug fixes as well so its not all that different.

I know this option would need work but I think it’s a cool idea in general. I release games every once in a while with one or two bugs because after I hit finish or something one of my workers come up with a bug, so this option would be helpful.

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The game should include a more realistic simulation of bugs after a release. There is one, random bug report to create a patch only yet.
It would be nice to have a counter in the game field about bugs, like the backlog of the own console.
And you can decide when to click on the field to select create patch and a developer after that.
So maybe you get 2, 4, 5 bugs after 3 weeks and you have the opportunity to create a patch for 11 bugs. The patch price depends on the bug count.
The bug count and patch result should have an impact on the customer / fan amount / sells.
Sometimes it is better to have bugs, to get the publicity about a patch release / an indirect marketing for the game.

If this is to much micro management for the game I have another idea: Support budget per week
It is like the lab budgets and can used to create patches for the bug count as mentioned before and to make support work for a game.
The ressources for patching / supporting might be virtual in this case and it might run in the background, not visible in game.

The random patch event is still good in the last case, because it can mean, that the game needs a bigger patch, which is too much for the support work.

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Maybe another great idea is to when you create a new game engine, the next two games or so will contain multiple bugs due to a new engine. You barely see games in real life, that create a new engine, then finish a game, usually in the reviews is that the game is so clunky or buggy due to the new engine being worked on from the ground up. Bugs need to have a bigger factor in this game.

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I don’t think the patches are for the bug counter you see, but hidden bugs your buyers discover.

Well I think that bugs should have a much bigger factor in games as its one of the main problems of games.

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