Showing posts with label formula. Show all posts
Showing posts with label formula. Show all posts

21 March, 2013

GPSM - Race Simulation . Overtaking & Accidents

This week, I'm finally starting to get some good work done on the race simulation part of Grand Prix Super Manager.

I've added basic overtaking to the game which, depending on many different variables, has currently has 4 outcomes ( a successful pass, an unsuccessful pass, a slight off circuit moment and a big crash). I'll eventually add more.

I've also added the possibilities of a random accident, with the probability depending on the weather, tyres, car condition, driver command, driver abilities. The current possible results are: locked tyres, a moment going off the circuit or a complete spin or crash. (Again, more will be added).

The bodywork and some parts of the car will also be damaged to a random amount after a crash.



01 March, 2013

Grand Prix Super Manager

Just a small update.
Yesterday and today, I'm back working on Grand Prix Super Manager.  
As mentioned before, I'm working on the grand prix weekend engine. 

I've implemented weather conditions, and lap times worked out from the tyre choice / condition, driver skills and car condition.

The screen below will look different in the final game, but it shows lap times, and the effects of having the wrong tyre (even though the times need to be changed). Also, I haven't implemented AI yet, for when the teams send out their drivers.

14 February, 2013

Grand Prix Hero Progress

Grand Prix is a 2D 1960's F1 based overhead racing game that I've just started making as my secondary project, (Grand Prix Super Manager is my main project).

Yesterday, I added the grid positions to the editor and the game, and added the computer cars to the game. Although, they are not perfectly lined-up yet (as shown in the screenshots below) I'm happy with my progress.  I've also added checkpoints to the editor and game, although the computer cars don't follow them as of yet.

The game can be played at different zoom levels, although, I'm currently not sure if I'll keep them both or select one of them:



12 February, 2013

Start Screens (GP Hero and Grand Prix Super Manager)

The current start screen for Grand Prix Super Manager

and a ' classic F1 poster' type image that I'm thinking of using for Grand Prix Hero


11 February, 2013

Still alive. Update. Two F1 Games

I'm still alive.

Since my last post, I hadn't done much work on any games until this last week.  I'm working on two games, Grand Prix Super Manager, which is a F1 management game for Android, PC, flash and also Grand Prix Hero a top-down 2D classic F1 racing game...


Main Project Update: Grand Prix Super Manager

I restarted (GPSM) my F1 management game last month, and have started working on it again.  To be honest, I'm not going to make any promises about when it will be finished.  All I can say is that it will be finished when it's finished. whether it takes a month or a few months.

All screens will be redesigned, and I'll be focusing on the Grand Prix weekend simulation first, as that is the part that stopped me in the past, and once that is finished, I'll just have the easier parts to do.

Here are some screenshots:


The beginnings of the Pre Race Press Screen, where you can select how much promotional work you want your drivers to do.  Hopefully this will be more interactive eventually.


The team select screen.  I'll eventually include more detail and maybe graphics and make the HRT team editable, but for now it works and is functional.


The current state of the Grand Prix weekend session screen which I'm currently focusing my efforts.  It will eventually look better, but I just want to get this monster finished first.




Second Project:  Grand Prix Hero
I'm also working on a small 1960's F1 racing game called Grand Prix Hero.  Hopefully it should be available for Android mobiles and on the internet via flash.
Right now, I have the beginnings of a basic track editor, and also in the game you can drive a car around the track.  

The current state of the game.(Graphics are temporary)

The current state of the track editor.

08 January, 2013

F1: Grand Prix Super Manager News

After a brief diversion to learn the Monkey programming language  by creating casual game Rocket Croc for Android and in Flash, I'm back to working on Grand Prix Super Manager (which I've started again in Monkey).   I've worked on it for three days, as well as creating a definite plan of what each screen in the game has and does and what features will be in the finished version.  This will help me finish the game, instead of adding new ideas all the time.

One addition to my plan is the addition of news.  Anything that happens to any of the teams will appear in the news.

The current screen (shown below) is a bit basic, but it works and updates correctly.  I'll probably change the layout later on.

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)


22 December, 2012

An image of my F1 management game coming in 2013

Grand Prix Super Manager, my ultimate goal as a bedroom coder to create an F1 management game.  Hopefully, I can finish it in the before March and want to set myself a visible deadline.

So I've made this image of my Formula one game, which I've set as my desktop to motivate myself:


I created the whole image myself (well except for the Windows, Linux and Android logos)

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


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.

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)

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:


30 September, 2012

GP Race Manager. Slowly getting to where I was previously.

As mentioned before, my full attention isn't currently on my F1 management game, so I'm only working on it a couple of hours a week, and only doing small things.

But, I'm slowly getting to the stage of development where I was the previous time I attempted to make a Formula 1 management game.  But, it's a lot easier going this time, because I still remember freshly how I did things in the previous project, so for the moment, while I haven't started programming the actual race day engine, I don't have to think HOW I'm going to program a certain feature. Also, again as mentioned before, I'm only using one programming language to program the game for Android and PC (Windows and Linux) called processing, although I do miss programming in BlitzMax, which is great for making PC games.

Anyway, today, I have implemented some buttons that allow you to resign your drivers for next year or sack him (although, they will be improved in the future).
Also, I've added the third or test driver to each team, these updates can be seen in the screenshot below, which shows the game running on an Android mobile.


Finally, I've found a couple (not many) images of Ferrari and Toyota F1 cars which are royalty free.  One is shown in the screenshot of the game running on a linux PC below:


28 September, 2012

GP Race Manager. Garage Screen

Today, in my restarted project GP Race Manager, I started to do the R&D
screen.

As shown in the screenshots below, currently you can:
  • Set the budget of how much money goes into R&D
  • View the quality of each part.
  • Click the parts to get the designers to start trying to improve that area of the car.
Eventually I'd like to improve this screen, maybe have a graphical representation for each part and also be able to set how much resources go onto next years.


Current screen on an Android mobile phone:


Current screen on a PC running Linux:


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).

GP Race Manager: The Rebirth

In March/April I started making a F1 management game for Android , Linux and Windows systems (called GP Race Manager - here and here ).  But, I was using two seperate programming languages, Basic4Android for the android version and blitzMax for the PC version.  But, this was too much as they are completely different development tools (As well my opinion that b4a, not being up to the task of a management game) and I was writing two different versions of the same code.   The game was put on hold and I started other projects.

But now, I've restarted the game.  I'm using one language to make the game (processing) and the Linux/Windows PC version will be identical to the Android version, except for the screen layout.   This is because I think the buttons for a touchscreen Android device (mobile phones, tablets)  need to be different to a mouse driven device such as a PC or laptop.

My main focus will be to try and finish the other game (mission: infiltrate) as talked about on this blog, but occasionally when need a break from mission: infiltrate, I will do a little work on GP Race Manager.  And when I've finished mission: infiltrate I'll turn my full attention to GP Race Manager.



Progress: Version 0.1
Basic navigation system setup(buttons, different 'screens').
Loads data about teams, drivers and engines.
Can select a team.

Screenshots:




17 May, 2012

F1 Manager Game

Don't worry I haven't given up on neither the Android or PC version.  I'm just concentrating on making small mobile games as I said in a previous post, which will hopefully increase my weekly income, so I'll have more time to develop the games this summer.

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 ...