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.
Showing posts with label grand prix. Show all posts
Showing posts with label grand prix. Show all posts
18 October, 2012
23 September, 2012
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:
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:
Labels:
android,
development,
diary,
f1,
formula,
game,
GP,
grand prix,
linux,
management,
manager,
race,
windows
01 May, 2012
Grand Prix Race Manager (PC day 5 & Android Day 11) Update
Today, I've spent a few hours on both the PC and Android Versions of my (hopefully) up and coming Formula One Grand Prix Management game.
I've spent the day working with the championship tables, making sure they work with no problems and include drivers that are sacked / fired half way through the season. I've also had to redo the development of new parts for the android version.
A screenshot from the current state of the PC Version:
Hopefully, soon I will have a 'current development' version for Linux and Windows PC's. I might also let people keep upto date with an android development version.
Current Development Comparison:
Here's the current functionality of the game:
Select team to manage (PC - YES) , (Android - YEs)
Fire and renew your drivers contracts (PC - YES) , (Android - Yes)
Sign other teams drivers (PC - YES), (Android - Yes)
Sign free drivers, (PC - YES), (Android-Yes)
View car part development ( PC - YES) ,(Android -YES)
Develop new parts, (PC- YES) , (Android- YES, more basic)
Increase engineering team (PC - No), (Android - YES)
Work out lap times depending on diver skill /car / engine, (PC - YES), (PC - YES)
Basic lap by lap race, (PC - NO), (Android - yes)
Give points depending on race result, (PC - YEs), (Android - YES)
Show updated championship tables, (PC - YES), (Android -YES)
Advance time onto next grand prix, (PC, YES), Android -YES)
I've spent the day working with the championship tables, making sure they work with no problems and include drivers that are sacked / fired half way through the season. I've also had to redo the development of new parts for the android version.
A screenshot from the current state of the PC Version:
Hopefully, soon I will have a 'current development' version for Linux and Windows PC's. I might also let people keep upto date with an android development version.
Current Development Comparison:
Here's the current functionality of the game:
Select team to manage (PC - YES) , (Android - YEs)
Fire and renew your drivers contracts (PC - YES) , (Android - Yes)
Sign other teams drivers (PC - YES), (Android - Yes)
Sign free drivers, (PC - YES), (Android-Yes)
View car part development ( PC - YES) ,(Android -YES)
Develop new parts, (PC- YES) , (Android- YES, more basic)
Increase engineering team (PC - No), (Android - YES)
Work out lap times depending on diver skill /car / engine, (PC - YES), (PC - YES)
Basic lap by lap race, (PC - NO), (Android - yes)
Give points depending on race result, (PC - YEs), (Android - YES)
Show updated championship tables, (PC - YES), (Android -YES)
Advance time onto next grand prix, (PC, YES), Android -YES)
Labels:
1,
android,
development,
diary,
f1,
formula,
GP,
grand,
grand prix,
linux,
mobile,
one,
pc,
prix,
windows
17 April, 2012
F1 PC Manager Game, Day 4
I haven't had much time to work on the game. (current working title: GP Race Manager)I've added a few things to the PC version, and it is nearly at the same stage as the android version. I've added free drivers, and the development of parts.

Here's the current functionality of the game:
Select team to manage (PC - YES) , (Android - No)
Fire and renew your drivers contracts (PC - YES) , (Android - Yes)
Sign other teams drivers (PC - YES), (Android - Yes)
Sign free drivers, (PC - nearly), (Android-Yes)
View car part development ( PC - YES) ,(Android -YES)
Develop new parts, (PC- No) , (Android- YES, basic system)
Increate engineering team (PC - No), (Android - YES)
Work out lap times depending on diver skill /car / engine, (PC - YES), (PC - NO)
Basic lap by lap race, (PC - NO), (Android - yes)
Give points depending on race result, (PC - NO), (Android - YES)
Advance time onto next grand prix, (PC, NO), Android -YES)
12 April, 2012
F1 Android Manager Game (day 10)
I haven't been able to get a lot done today (don't worry, I'm still very motivated!)
I was able to implement the effects of using the soft/hard/wet tyres in the race and qualifying, with the soft tyres wearing down quicker, yet giving a faster lap time. The amount of fuel goes down each lap (also affecting lap times).
I will have to change the numbers in the future, to get the right balance as the condition of the tyres and amount of fuel doesn't affect the cars lap time enough. I'm pleased with the differences in time between the soft, hard and wet weather tyres, such as a driver using the wet weather tyres will definitely be at the back of the field.
I also have reorganised the race screen a little bit.
Finally, I've made a start on the PC version (Windows and Linux), which I'm using Blitzmax to create. Even though it's a different development language, converting and changing the code I've already written isn't taking too long, although I do have to rewrite every line, and coding the GUI and buttons will add some time.
Today in the PC version, I managed to get the navigation buttons working, and load and display all the drivers. However, I'm 90% focused on the Android version, and will only do the PC version, when I only have half an hour to programme or I need a rest from the Android version.
Although, as mentioned, I have changed the layout slightly, I've also added some screenshots of the current progress of the race screen to the previous post.
I was able to implement the effects of using the soft/hard/wet tyres in the race and qualifying, with the soft tyres wearing down quicker, yet giving a faster lap time. The amount of fuel goes down each lap (also affecting lap times).
I will have to change the numbers in the future, to get the right balance as the condition of the tyres and amount of fuel doesn't affect the cars lap time enough. I'm pleased with the differences in time between the soft, hard and wet weather tyres, such as a driver using the wet weather tyres will definitely be at the back of the field.
I also have reorganised the race screen a little bit.
Finally, I've made a start on the PC version (Windows and Linux), which I'm using Blitzmax to create. Even though it's a different development language, converting and changing the code I've already written isn't taking too long, although I do have to rewrite every line, and coding the GUI and buttons will add some time.
Today in the PC version, I managed to get the navigation buttons working, and load and display all the drivers. However, I'm 90% focused on the Android version, and will only do the PC version, when I only have half an hour to programme or I need a rest from the Android version.
Although, as mentioned, I have changed the layout slightly, I've also added some screenshots of the current progress of the race screen to the previous post.
Labels:
1,
android,
development,
diary,
f1,
formula,
game,
grand prix,
linux,
management,
manager,
one,
pc,
windows
06 October, 2011
F1 Grand Prix Manager Style Game
Here's a quick first screenshot of my current experiment, a race simulator (possibly with management)
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