Tech Executive Tycoon is a simulation, strategy, role playing game that places you in the seat of CEO and entrepreneur of your very own tech company. Can you take your company to the top with top of the line products? Can you command a world class group of employees?
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Release Date: Releasing 2016

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Available: Releasing 2016

 

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April 25

Monday Developer Journal #12 (with Q&A)

Original Link: http://techexecutivetycoon.com/monday-developer-journal-12-wqa/

Hello everyone, I hope you had an awesome weekend! I am back with another update for you and want to update you on where I am in development for the game Tech Executive Tycoon. Last week was a very interesting week putting in more of the AI and testing it. This week I will be doing the same thing as this is probably the most intensive process of the development of this game. This week will be important toward fine tuning the experience that you the player will have when playing the game. Again, I don’t want to dig too deep into the specifics just yet of how it will all work.

For this update, I want to start to speak with you more about how your employees will impact your company. I also want to talk about what makes them tick. Each department will have different sets of skill positions, but in this update I want to share the overall purpose of the HR department which in this game reflects real life quite closely. As you can imagine, the HR department handles employee relations, management and evaluation. Your HR department will be primarily responsible for the happiness of your employees throughout. So that you can start to understand how you will be utilizing this department, lets discuss some specifics. The first thing to know is that the HR department is like a buffer for employee happiness. Employees will be happy or frustrated regarding different aspects of your company and their situation. It is part of the responsibility of your HR department to mitigate that. So when you have an adequately staffed HR department (which depending on their skill and talent will enhance or limit their effectiveness), your employees will naturally be happier, because the HR team creates programs that help employees of your company handle stress. The HR team is fully responsible for every employee within your company, from orientation to creating and compiling adequate training programs, so that your employees can progress through your company or just simply improve their skills over time.

Each employee you hire has a list of things that can affect their happiness. The final list is still being determined, but all in all they will have a considerable impact in the game. I will list a few of them and discuss how they will work; the list is as follows:

Benefits – You the CEO will have options for picking up insurance for your employees. This will not be a cumbersome process. In fact, the selection of benefits is quite straight forward. You get different options which have different value. Choosing one will show you how much it will cost your company to acquire and retain annually. As you can imagine, the cost directly correlates to the quality. You then have an option of passing some of the cost to the employee. So if they sign up (given they feel they can afford it), you will be charged per person within your company. You will have the option to absorb the full cost, therefore making your employees love you. However, this is just one source of happiness for each employee. The most challenging part might be that each employee weighs each source differently, so one employee may value benefits more than the next one.

Company Prestige – Your company has a reputation and this fuels the prestige level. The higher your company’s prestige, the more renown it becomes. A highly prestigious company gains certain benefits over it competition. That includes having people yearning to work at your company. When this happens, some employees will even endure lower pay for the opportunity to work for you. However, having a low prestige score can make it difficult to attract good to great talent. This will be random for each employee however, since every person wouldn’t be that particular.

Salary – This one is fairly huge. Employees work for pay and are no different in this game. Though some employees care more about where they work and that they are working in their desired field, most employees come for the money. As a result, underpaying employees will carry a heavy penalty. Overpaying employees will carry a certain boost to their efforts and productivity. In the game there will be a standard pay scale for each position and you will have a way to always stay up to date on this.

Comfort – In the game the office where the employee works will have a few ratings. A cleanliness score, a privacy score (managers and executives), and décor score. Cleanliness matters to every employee. Décor and privacy are an item of concern for managers and executives. So when assigning a manager or an executive, you might want to be mindful of this.

Personal Life – Trying to keep with a certain amount of reality, every employee has a private life and sometimes things are not as pristine as they might want to make it seem. In the end, this is one area that you the player will not have any sort of control over outside of just making sure your HR department is adequately funded and staffed to mitigate any negative effects of such events. However, each employee has a discipline score which also helps you. Employees with higher discipline more adequately manage their own problems.

So this are the current sources of happiness that is in the game. Thanks for reading, and please feel free to let me know what you think.

Q&A

Richard brand: will there be company’s competing each other like Microsoft vs Sony and Apple

WEB: Yes, the main AI functions that I am working on is in fact the competing companies you will face in the game. Each one will have its own AI controlling its behaviors, so they will act on their own based on the market conditions and many other factors including how you affect the game world with your products and other actions.

Pine Tree: will I be able to choose the core count and clock speed of my CPU’s and stuff like that?

WEB: Yes, you will. There will be base attributes you will select and set for each product you create.

Arctic Wolf: Will we as the player also be able to manufacture Power Supply Units & Memory? If so, can we also put those individual parts in an of pc build if we decide to be a manufacturer? Will we be able to customize the look of our CPU’s, GPU’s, Hard Drives, Motherboards, Memory & Power Supply Units (If they are added.) so we & human player pc manufacturers can tell the difference between brands if they want to use a specific product from our product line?

WEB: Currently power supply units and memory are not in the game “yet”. To the second part of your question, I will use an example of how you can use other products in a different one. When it comes to PC’s and Consoles, you can fit your CPU’s and GPU’s into them. It’s like you are modifying it to fit that specific system. The attributes of the CPU’s and GPU’s directly impact how good or bad the PC or Console will be as those units are very important to the operation of those products.

As far as customizing the look of the products you create, that is something I am planning to add after the release of the game.

When it comes to other companies using your products, that will be in the game. Some PC manufacturers might be very interested in using your CPU’s or GPU’s in their products. They will purchase the parts from you which can be a big boost to both your CPU/GPU and company.

Arctic Wolf: Can you add an ability that when playing as a technology/gaming company you can build a PC for your company employees/game developers & where you can see the components visually & put them all together to build say a gaming PC for game development or an office computer for productivity?

WEB: Once we add in the product building module, this is something that we want to add as well.

Arctic Wolf: What kind of target demographics or customers can we sell products to with computers?

WEB: Each product has a set of customers. Each will have their enthusiastic fans, business fans and casual fans. In addition, there are wealth classes in each of those groups depending on the physical location.

PKGameOnly: Did you take away the ability for the HR Manager/Dept. to hire all employees for whatever department that needs employees? Also if the HR Dept. is going to be able to train employees, it would be nice to see the employees going to a “Training Room” for the duration of their training. So when you look over at your company you will know which employee is actively working on a project or being trained and not working on projects. I like the status bar on each employee so you can see how they feel about different things going on around them. It would also be nice if there was a small window showing comments the employee would say, i.e. “Got Hired today”, “Loved my training Class”, or “Room too crowded”, “No coffee offered” just things like that so that you the player or HR/COO will have an idea what personal issues the employees are having and maybe able to solve it to make a happier employee and hereby more productive employee who will make a much better product for the company.

WEB: No I did not. You will be able to pass certain responsibilities to your executives and managers. Mainly this will be represented in multiple ways. Right now, once you branch out to multiple locations, you will be able to hire executives and you can tell them to hire for a specific location and they’ll manage that process. If you do not have any executives, then you can pass it to your department managers, who will request the HR department to hire for that location where you want to fill seats.

Arctic Wolf: Ok so in the game you said we’ll have the modular product creation module post release so my question is what will the UI be like for making computers? Will it be similar to consoles? Will it be a bit like the TV creation process you showcased in the tech executive tycoon trailer?

WEB: The TV creation process from the earlier trailer and previews of this game is a good idea of how I will approach the process, however the UI will be much better. The functionality of the old system will be what I pull from. So yes to a degree. Once we have something to show in that regard we will do so right away. I personally believe it will be awesome if I can pull it off the way I have drew it up.

ZAEROE: Are you planning to implement a rudimentary political system? Berlin was actually not so accessible up to 1990. Same goes to Moscow, Shanghai and similar cities, at least when it comes to an open economy. Or one would be restricted to only deal within certain areas for a time. But everything should be available at 1990

WEB: Right now the answer is no. I didn’t try to mimic the real world as far as time periods go. In the end, this game is more of a sandbox than a replication of the past. In fact there will be modes as you can start from 1970/75 or start from today or maybe even choose a year to start the game. However, there is still fine tuning to be done, and I plan to address some of the more blaring inaccuracies for the sake of those who may want to repeat history or change the course thereof more accurately. As far as political history, I will steer clear of that. The statement I made about the game being a sandbox, in a way that will allow players to rewrite history in a sense.

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April 18

Monday Developer Journal #11 (with Q&A)

Website link: http://techexecutivetycoon.com/monday-developer-journal-11-with-qa/

Hello everyone! Here is another Monday update for April 18, 2016! First I would love to wish you a happy Monday and hope you had a great weekend and that your Monday went well! So here we are, halfway through the month and quite some ways into the AI implementation. So far things have been going as expected and quite well indeed. With coding AI, you can imagine things get quite interesting quickly, but I must say that I am farther along than I anticipated. AI development could go into next month, but at the pace things are going so far, that might not be necessary. We will need time to test the full game, but I am happy to say that things are moving along and I am quite happy with where the timetables currently are.

So this week I have been planning some other aspects of the game alongside the AI implementation and that is what I want to share with you today.

In the game, you can expect to hire receptionists. You will not be forced into acquiring one, but it will be something that could help your company along in different interesting ways. So in real life we know that typically receptionists are the first line of individuals that interact with the outside world and filter in meaningful business interactions throughout the company, getting business through to the personnel of the company that would be responsible for decision making. In many ways, the same will apply within this game. Until you hire a receptionist, you the player will have a list of possible business opportunities that will fill your inbox or telephone voicemail (for the early game). You will also have a large list of business propositions that might be shady or of a certain type. When you hire a receptionist, you will be able to filter your offers to a degree, or completely shut out the outside world if you wish. To put this into perspective, I want to share with you some of the opportunities or gimmicks and dishonest propositions you might get within the game.

First of all, there will be a reputation system for outside companies. This reputation system will give you an idea of how shady or respectable a company might be. The important part is that as a player just starting a game, you will not be sure what companies are reputable and which ones are not until you start to hire receptionist, who will be able to uncover the reputation (by doing the research) for you. Receptionists do the dirty work of checking up on things you the player might not be able to. It could be the difference between taking on a bad business deal that could siphon a good deal of cash from your company, or picking up that one deal that pushes your productivity in the HR department by a healthy amount over time.

Some of these deals will be companies offering new software related to the different departments of your company which can add boosts to both your employees and the department as a whole. You might also get business collaboration deals that can help move your company’s prestige upward a little faster by boosting your publicity. There will many different deals like phone service opportunities to different janitorial companies offering their services to you, sometimes for a discount for example. In the end, taking on a contract can lead to good or bad things.

I am still fleshing this part of the game out as I mentioned I am planning the implementation for it this week, but the implementation has been and should continue to be simple. So there will be more details to come soon! Some things that I am planning might have to wait until after release as we have a full update and add-on plan for the game post release. So thanks for reading and I hope to be writing to you soon!

Q&A

Babsimov asks: What is the starting year in the game (1970/1980/1990 or later).

WEB: We are stating 1975 as of now. This might change. However, it is worth noting that the player will not be tied down to starting in that year.

Babsimov asks: I like to know if it is possible to start the game at the very beginning of the personal computer industry (1975/80). Then designing a new computer line and make it the computer standard of today. I grow up at this time, so I always dream to make my preferred computer of the time the main standard instead of PC now. I hope with this game I can "rewrite" history?

WEB: Yes, this is entirely possible.

This game doesn’t really mimic history anyway, it is more like an open sandbox. So when you start the game, there will be companies trying to write history just as you are. There will be well established companies when you start the game, but your products can still become the standard depending on you and how you go about building your company and creating/marketing/distributing your products.

Babsimov asks: If it's not possible, I like to know if the game had mod support so players can add these thing to the game later?

WEB: At the moment, I cannot say that I am sure about modding, however as I’ve mentioned before it is something I hope to add. I cannot make any guaranties at this time however.

Babsimov asks: I read is it possible to create our own processor, GPU, sound chip...
so this mean we can choose what technologies it had (8 bit/16bit/32bit/64 bits and of course frequency), math coprocessor, early multimedia instruction, mmu and so on. For the GPU, 2 colors/4 colors/16 colors... to 32 bit colors later? 2D acceleration (sprite, zoom, blitter, rotation)? 3D function (mapping, gouraud, transform and lighting and so on? Early sound chips (using chip tune or sample, number of channel, and later with more function like DSP).

WEB: Yes, and no. I say yes because you will be able to make and designate the design in an abstract way, but going into too much detail will alienate some players, so the plan is to bridge that gap. If you watch the video I posted about the product creation phase, you will see how I approach this. It is understandable for tech savvy individuals, but also not over the head of those who are not.

Babsimov asks: One thing I like to see, if we can do these things, is the capacity to create new technologies that don't exist at this time (research), like Xerox do with the Mouse and the GUI. If we can create our own computer with our own component (and of course our own Operating System), i like to know if its technologies are "out of date" "fine" "advanced" or revolutionary for the time.
Some "fictional" press review or user review to know what to improve for the next generation.

WEB: Again, yes and no. I say yes because the way the research phase of the game works is more abstract in some ways in that it describes the path of technology you are researching and every company is using the same tree, so it is entirely possible for you the player to be on the cutting edge of that specific technology or technologies. It all depends on how much you put into your research department and the talent you pick up. One company can be much farther along than another company at any given time in this game. So some strategies will be to focus on research and then release a product that is far beyond what is available on the market. I say no, because it is done in a more abstract way.

Babsimov asks: By the way, you can look at GameBiz3 for the custom computer design. It have a nice motherboard creator mini game, and you can create revolutionary design for the time. But it's a little limited about hardware creation. I hope your game can go father.

WEB: We have some ideas that we will release in future add-ons and updates. Right now the creation of products is a little abstract, but we do plan to add in a much more detailed product creation module in the sense that you can place and create the layout of individual parts and more. For example, we plan to create a modular product creation system post release. For example, you would be able to select each part of a product and see the visual representation of that product. So you would fit the CPU in a PC, as well as the GPU, the motherboard attempting to place it in a way that optimizes the airflow. We are planning this for post release, but I won’t go into too much detail regarding it just yet.

Babsimov asks: About our own operating system, I like to choose what it can do (command line only, GUI or not, mouse or not, monotask, multitask (cooperative or preemptive), memory protection or nor, resource tracking or not, multithreading, object oriented, and so on.

WEB: indeed, this is the plan. However, Operating Systems are being added post release.

Babsimov asks: Another thing i like to be able is to cover all the computer market from game market to mainstream computer including early graphics station (like Silicon Graphics)

WEB: This is possible although quite challenging.

Babsimov asks: What about backward compatibility with our own computer family when we release the next generation? It is in a parameter we can check or set (0 % to 100 %)?

WEB: This will be more seen with video games and consoles. When you create the next Console, you can designate that it be backward compatible for its last generation counterpart. Just like in real life, if you made Console 2, then you can designate that it can play (whatever percentage of) Console 1’s games.


Babsimov asks: And can we create external peripheral for our computer (screen, printers, scanners, mouse, floppy drive, external hard drive (remember it's the early days) and thing like that.

WEB: This is another thing we are working on. I won’t speak on this yet. Updates coming soon.


Babsimov asks: Can we define and impose an industry standard for peripheral and connectivity (like SCSI/IDE/RS232/Centronics at the time). So we can be sure third party peripheral (even competitor) can be used with our hardware? Or simply buy and follow industry standard for this?

WEB: So far, there are certain things you can do with this. For operating systems (which will come post release), you can designate that it be a more isolated architecture than that of its competitors. Any software you create in this game; you will have control over how it can be used. An example would be games. You can make your games exclusive to one console or PC, or create different versions for each existing console. However, you will have to acquire a license to develop your games for those systems (consoles only).

Babsimov asks: Is it possible to open subsidiaries all around the world, or we can just have only one HQ?

WEB: Yes, in the game, you can open different types of facilities around the world.

Babsimov asks: Can we buy competitors (Percentage of their shares, or in totality). Maybe after a competitor bankruptcy an open auction sale? If this option exists, maybe we can buy only some part of a competitor (hardware/software/factory/technology)?

WEB: Yes, you can. More on this soon!

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About This Game

TECH EXECUTIVE TYCOON is a business management Simulation/Strategy game that puts you in the role of the CEO of a tech company. You start off small and must build your way to be a Tech Tycoon! Can you build this company into a Tech Giant? Develop Hardware that will wow your customers and make their lives easier. Build custom devices, peripherals and products that will make your competitors envy you and simultaneously worship you! You will make decisions on many things that will have far reaching effects and either drive you to success or failure! Do you think you're ready for the challenge?

FEATURES:

  • SIMULATION

    The game is a simulation of running your own tech corporation. You start from humble beginnings to rise to the top of the corporate food chain!

  • STRATEGY

    The game challenges you at every corner. How well do you manage your employees? How well do you manage the creation of products and services? Can you handle the unexpected disaster? things like damaged products, late shipments, short deadlines... This will make your success that much sweeter!

    You will have to decide which subindustry to start with and how to expand. Do you want to stick with the gaming industry and become a game publishing giant or do you want to branch out into cell phones and tablets or maybe computers? The choice will be yours to make!

  • ROLE PLAYING

    You will upgrade yourself as well as your employees, processes, equipment, offices and so on... The RPG elements are present and accounted for. If you love starting from scratch and building up a masterpiece, then this is the game for you!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP Service Pack 2
    • Processor: 1 GHz or faster
    • Memory: 512 MB RAM
    • Graphics: nVidia GeForce 8800 GT or greater
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: These requirements are likely to change by release
    Recommended:
    • OS: Windows 7 and above
    • Processor: Quad Core or above
    • Memory: 8 GB RAM
    • Graphics: nVidia GeForce 570 or greater
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: These requirements are likely to change by release
    Minimum:
    • Additional Notes: To be determined
    Recommended:
    • Additional Notes: To be determined
    Minimum:
    • OS: Ubuntu 12.04/13.04, Linux Mint 14 & 15 (64-bit only)
    • Processor: 64-bit Dual Core better
    • Memory: 512 MB RAM
    • Graphics: Shader 3.0 / Open GL 3.0+
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: These requirements are likely to change by release
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