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22 October, 2012

Grand Prix Super Manager

Due to the fact that it was pointed out to me that there's another game in development with similar initials to mine, I've decided to change the games name.

It will no be called Grand Prix Super Manager


In development news, I've been mostly fixing bugs and reducing the memory footprint of the game.

20 October, 2012

GP Race Manager: Lots of updates.

Wow, it's been just over a month since I restarted this, so, I thought that I'd write some a post with what has been updated since version 0.2, which was released for testing.

Hopefully, I'll have version 0.3 ready any day soon to test, once I have added the championship tables and give points at the end of each race (even though the race result, is currently decided by the total rating of the car and driver).

Major:
*GAME: Can progress through all races.
*RACE: Started the race weekend engine with temporary screen framework for setup,racing and results of each session, which can be navigated through.
*RACE: before FP/Quali the drivers best possible lap is worked out.
*EDITOR: can edit/delete/create drivers, engines.
*EDITOR: can edit teams names,engines and who're their drivers.
*GAME: Added option of 13th team to the game,not used if not selected.
*GAME: Created the start of the season database, which will store each season.

Minor:
*GUI: on team's drivers screen, now there's only 1 button (options) which brings up an options screen for that driver
*GUI: now drivers market screen displays 2 columns of drivers
*DRIVERS: Added driver potential, but a better formula could be made
*DATA: added description of variables in each data file for drivers, teams,engines,circuits.
*DATA: Upto 200 drivers.

Fixed:
*UPDATING: problem with drivers not being released when their contracts ran out.
*UPDATING: teams and drivers and contracts not being updated on a race weekend.
*GUI: Fixed problem of last driver not being displayed on driver's market.
*GUI: Fixed problem of drivers market screen not wrapping around
*GUI: backgrounds now display properly on all resolutions.
*GUI: many resolution fixes for text, graphics.


And some screenshots

Beginning of the race weekend (and yes , I know that secs and milliseconds less than 10 are being displayed as .9 instead of .09, it's on my list of minor fixes).



The current home screen:

Two columns for drivers market screen:


18 October, 2012

GP Race Manager. Small Update

I've added a new feature where you can choose to start the game as a brand new 13th team, who (as the screenshot of the team select screen shows) have no drivers.  They can be edited with the editor, but I may allow the user to change the name and colours from the team select screen.  If you don't choose to play as them, they aren't included in the game.


  I've also started to work on parts of the race weekend engine.   I think the first version won't be a totally involved experience, but will give results based on the drivers, teams and tyres, and then I'll add features to it at a later date.


17 October, 2012

GP Race Manager Editor

I've been away for a week working.  But today I've returned.  While I need another days rest before I get back into working on GP Race Manager, I have started making a basic editor for myself, to quickly edit the games data.

here is the current progress:


03 October, 2012

GP Race Manager Update: Potential and Fixes:

To the screen that shows the list of drivers, I've added a bar which shows their overall rating in red, as well as their potential ability. The potential ability is only worked out by their age motivation and ambition at this moment (that's why drivers over 32 don't have any!).

Before, saying "driver A isn't that good!" please remember that I've entered mostly random numbers for each drivers statistics.


and the team select screen, now with 3 drivers, their rating and potential:





Other Fixes:
*Can add upto 200 drivers to the drivers.txt file.
*Each data file now has a description of what each attribute means (if anybody wants to make an editor in the future )
*Added an engine data file, upto 15 engines.
*Fixed a couple of problems (3rd driver on team select screen, some drivers not being released from the team at the end of their contract,
*I've also started a bit on setting up arrays and things for the big task of the race weekend engine

02 October, 2012

GP Race Manager Update: Driver contracts and updating

Today, I've made progress in two areas of my F1 manager game.

Firstly, the main screen now has a continue button, that advances a week if their is no Grand Prix that weekend.  This updates the drivers contracts (if it's the end of their contract they leave, if they have a contract with another team they join that team), and sets the designers to work on parts of the car that have been selected to be worked on, and updates the car part with any progress made.

Also, it's now possible to sign drivers from other teams or the free driver market, and they either join immediately or for next year, depending on contracts.
I will go back to this and add contract negotiation and add different factors such as a big driver not wanting to join a small team.

The ability to sign a driver:

This screen shows who the drivers are for next year, shown after the word 'Next':


01 October, 2012

New Forum for F1 management games

I've created a forum to discuss F1 games (more specicifally F1 management games):

www.sionco.com/forum

The forum has been created for two reasons:

1.  To discuss Grand Prix Manager 2
2. For people who create F1 games (management or arcade) to come together and discuss their projects, share resources, etc..


Please come, sign-up, and help grow the community!