20 December, 2012

Grand Prix Super Manager: Transfering to Monkey Language

 I've decided to continue experimenting this week using the Monkey programming language in making GPSM (Grand Prix Super Manager) so I'm trying to transfer all the progress I had made in Processing to Monkey.

If the transfer is a success, Monkey will hopefull allow it to be easier to include more graphics in the game, such as flags and images of the cars and their parts.  It will also allow me to hopefully port the game to more systems (I'm currently aiming for Android / Windows / Linux and maybe flash).

I'm also changing the style of the buttons and interface, while they are still created programmatically, I prefer them over the older buttons



New v Old


16 December, 2012

Inspirational Indie Success

I've been inspired by the amount of money Grey Alien Games has made, being an indie developer, $145,000 from 3 games in 6 months.  You can read about the success here:

http://greyaliengames.com/blog/143000-from-3-casual-download-games-made-in-6-months/

I find very interesting that most of the money is from the downloadable casual PC and mac games market as opposed to the mobile market.  Which as improved my belief of trying to target both pc and mobile targets with my game.

I'm currently trying out monkey, which is a nice games programming language from the inventors of blitz3D and blitzmax which I love. It makes porting the game to different targets, such as (windows, mac, mobile targets) very easy.
So, I'll be testing it out in the next few days and consider whether to continue the development of GPSM (Grand Prix Super Manager) in that or to stick with Processing.

Now, I've got a lot of free time, so will really get back into developing GPSM and hopefully try and finish it in the next couple of months. Fingers Crossed and Start your engines....

01 December, 2012

Twitter or blog for tiny Updates?

I'm not sure whether I should continue to post on my blog for tiny updates to the Grand Prix Super Manager game or just on my twitter account:

https://twitter.com/sionco

My theory is that in a time like this, when I haven't had time to do major work on the game, I'd still like to keep the blog looking active, as this helps to attract new people and also to show anyone who is kind enough to follow the blog that I am still continuing the game.  However, I don't want to release too many blog posts which only reveal a tiny update.  Any opinions are welcome...

Anyway, I've only had 2 hours to work on the game, so I've fixed a couple of small issues today, and also added a value for the teams public reputation (as shown by the green bar on the team select screen below):


This statistic will affect things such as which sponsors and drivers are willing to talk to your team.    Your teams reputation rating will be affected by things such as your race results and championship position, breaking contracts, sponsor and marketing days, the drivers you sign and any fines. 

In the future I'd also like to introduce a media/journalism section, where the player can release stories to the press about the team, drivers, other teams, which could affect the teams reputation either way.

28 November, 2012

small update: Season results

As mentioned before, I'm still busy with my real life job, so I'm only able to work on the game for a little time each week until Christmas.  But, even though development has slowed for the mean time, it does allow me to work on and complete the little parts of the game.

Today, I've added a basic season race-by-race table to the stats screen:


One thing I need to do, is to sort the drivers who haven't scored points by the results and also add the points to this screen.

14 November, 2012

Small Update. 8 Engines

Just a small update, to show that I'm still working on this in my free time.
And also, I'm trying to plan how the race works properly and better than my previous plan which would have only given a Grand Prix weekend experience.

I'm trying to incorporate different factors in my game depending on things such as the budget and F1 rules, to give the player more decisions to make.  This time I've added the maximum 8 engines that can be used during a season, the player can see the condition of each engine and select which one to use before the next Grand Prix.




I'm not to happy with the layout, but I'll come back to that.
In the future I'll also add other rules such as for gearboxes.

11 November, 2012

GP Super Manager home screen update

I've been playing with many different ideas for the home screen, some displaying a lot of data from the game and some more simple.  Anyway, for the time being I've decided to use the following style for the Android version (whether I'll also use this for the Windows and Linux PC version is still undecided).  The colours and theme could change in the future, but for now I'm happy with the layout.


08 November, 2012

One step back, two steps forward (hopefully)

I've was working in my real job last week, so I didn't have anytime to update the game.

But this week I'm back to work.

I've completely changed how the different screens or sections (such as drivers screen, R&D screen) are setup by making the code more modular and this has also saved a nice of bit of memory when the game runs.

The theme of the game is now easily editable so I can easily change the colours or GUI in the future, if I think they need improving.

Also, I'm now started to redo the R&D in the game. Changes and Ideas:
  • There are now 9 different parts that can be improved.
  • You will be able to set how much of the budget is for this years car and how much for next years.
  • For both this years parts and next years, you can set how conservative or radical you want to be with design.  A conservative approach means steady progress depending on the budget and team size.  A radical approach means a bit more of a gamble, in that the new part/car may turn out to be a massive improvement or simply may just not work.
  • an improvement in reliability comes with either going to test sessions or taking part in each session in a Grand Prix weekend.  So there will be more failures at the start of a season.   (I'm also considering small improvements in reliability depending on the technical facilities a team has, but this is only a maybe).
I'm still considering how to show all this data, but the current R&D screen is here (but as always, it'll probably change sometime before I 'hopefully' finish this project)

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...