Showing posts with label handheld. Show all posts
Showing posts with label handheld. Show all posts

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 ...