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.
Showing posts with label manager. Show all posts
Showing posts with label manager. Show all posts
21 March, 2013
GPSM - Race Simulation . Overtaking & Accidents
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.
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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
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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:
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.
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.
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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.
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02 January, 2013
2013 F1 Teams
...and running in a browser.
(although for official releases, I'll probably have to change the team names)
(although for official releases, I'll probably have to change the team names)
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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)
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)
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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
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16 December, 2012
Inspirational Indie Success
I've been inspired by the amount of money Grey Alien Games has made, being an indie developer, $145,000 from 3 games in 6 months. You can read about the success here:
http://greyaliengames.com/blog/143000-from-3-casual-download-games-made-in-6-months/
I find very interesting that most of the money is from the downloadable casual PC and mac games market as opposed to the mobile market. Which as improved my belief of trying to target both pc and mobile targets with my game.
I'm currently trying out monkey, which is a nice games programming language from the inventors of blitz3D and blitzmax which I love. It makes porting the game to different targets, such as (windows, mac, mobile targets) very easy.
So, I'll be testing it out in the next few days and consider whether to continue the development of GPSM (Grand Prix Super Manager) in that or to stick with Processing.
Now, I've got a lot of free time, so will really get back into developing GPSM and hopefully try and finish it in the next couple of months. Fingers Crossed and Start your engines....
http://greyaliengames.com/blog/143000-from-3-casual-download-games-made-in-6-months/
I find very interesting that most of the money is from the downloadable casual PC and mac games market as opposed to the mobile market. Which as improved my belief of trying to target both pc and mobile targets with my game.
I'm currently trying out monkey, which is a nice games programming language from the inventors of blitz3D and blitzmax which I love. It makes porting the game to different targets, such as (windows, mac, mobile targets) very easy.
So, I'll be testing it out in the next few days and consider whether to continue the development of GPSM (Grand Prix Super Manager) in that or to stick with Processing.
Now, I've got a lot of free time, so will really get back into developing GPSM and hopefully try and finish it in the next couple of months. Fingers Crossed and Start your engines....
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):
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.
Today, I've added a basic season race-by-race table to the stats screen:
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14 November, 2012
Small Update. 8 Engines
Just a small update, to show that I'm still working on this in my free time.
And also, I'm trying to plan how the race works properly and better than my previous plan which would have only given a Grand Prix weekend experience.
I'm trying to incorporate different factors in my game depending on things such as the budget and F1 rules, to give the player more decisions to make. This time I've added the maximum 8 engines that can be used during a season, the player can see the condition of each engine and select which one to use before the next Grand Prix.
I'm not to happy with the layout, but I'll come back to that.
In the future I'll also add other rules such as for gearboxes.
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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.
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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).
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
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.
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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:
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:
18 October, 2012
GP Race Manager. Small Update
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.
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.
17 October, 2012
GP Race Manager Editor
I've been away for a week working. But today I've returned. While I need another days rest before I get back into working on GP Race Manager, I have started making a basic editor for myself, to quickly edit the games data.
here is the current progress:
here is the current progress:
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.
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
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
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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 ...
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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. Any...
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The screenshot below shows a new map being made in the level editor. (I'm going to add more objects to the game in the future to make i...
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Today, I've made progress in two areas of my F1 manager game. Firstly, the main screen now has a continue button, that advances a w...



























