Showing posts with label driver. Show all posts
Showing posts with label driver. Show all posts

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

26 September, 2012

GP Race Manager. Drivers market

Just a small update on the GP Race Manager (Android/linux/windows) F1 style management game.  Today I've added the ability to browse and see all the drivers in the game. This will eventually be the way that new drivers can be signed.

I'll probably change the look in the final version, such as having two columns and nice graphics behind each box. But, for now the most important thing is getting the basics working.  I've also set the screens to show the players teams colours, these are stored in the data files.

The screenshots below show:
  1. The driver browser on a mobile screen
  2. The driver browser on a PC screen.
  3. The current driver details screen that appears when a driver is selected.




23 September, 2012

GP Race Manager: Resolutions

The following images show the how I'm designing the GUI/layout of the screens relative to the size of the screen and resolution of the device.  Because a PC screen is completely different to an Android mobile phone.

It does add more work to each screen, to make sure buttons and text appear in the right place on different size screens, but it will be worth the effort.

Yes, it needs a lot of work in all aspects such as better looking buttons/graphics, but I'll leave that until the end of the project.

800x600 window

320x480 resolution




480x320 resolution


As you can see, while I'm not working on this project 100% yet, my focus is on getting all the screens to display the correct data.  Although, the OK and left and right buttons work, I'll only start working on functionality and the race engine after I've completed mission: infiltrate.


Any suggestions welcome...

Finally, if anyone wants to become part of the development testing team, where I send you the PC version of the game after every development update, please leave a message (although initial versions wont have any real functionality).

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 ...