...and running in a browser.
(although for official releases, I'll probably have to change the team names)
Showing posts with label GPSM. Show all posts
Showing posts with label GPSM. Show all posts
02 January, 2013
2013 F1 Teams
Labels:
2013,
android,
development,
diary,
f1,
flash,
game,
GPSM,
html5,
linux,
management,
manager,
monkey,
race,
teams,
windows
31 December, 2012
GPSM and new beginnings in monkey
I made another small game to get to know monkey and see if it's right for GPSM (my Formula 1 management Game), and I really like it, it's certainly helped my code to be more organised and more modular based.
so, now I'm back to making GPSM,
One change is that I've separated the garage screen into two, so as seen in the screenshot below, there is a garage screen , where you will be able to see the condition of each of your cars, make repairs and decide whether to use a different engine or gear box.
The R&D will be for the pure development of this and next years car.
Screenshot (please excuse the terrible font and the location of the 'continue' button, I'm still not sure where to put it)
so, now I'm back to making GPSM,
One change is that I've separated the garage screen into two, so as seen in the screenshot below, there is a garage screen , where you will be able to see the condition of each of your cars, make repairs and decide whether to use a different engine or gear box.
The R&D will be for the pure development of this and next years car.
Screenshot (please excuse the terrible font and the location of the 'continue' button, I'm still not sure where to put it)
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
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
Labels:
1,
development,
diary,
f1,
formula,
game,
GPSM,
grand,
grosjean,
management,
manager,
prix,
super
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:
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).
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