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:


29 September, 2012

mission: infiltrate. Motivation and finally fixing that problem.

Sometimes, if your stuck on a particularly piece of code in a project, it's good to leave it and have a rest from it for a few days (as long as you make yourself come back to it).  For me, when I have a problem that I can't solve, either, by myself or via the Internet, it really affects my motivation, and that has been the reason that I've never finished a game that's more than hangman or a 5 minute diversion.

I've just had one of those problems for more than a week.  I'd been having problems with the enemies 'line of sight' and stopping him seeing the player through walls and solid objects, depending on the angle he was looking.

 If my past habits where to go by, mission: infiltrate would be dead.   I didn't want to touch the problem or even go near the game for ten days.  But, today, I forced myself to sit-down and try and fix the problem.  Well, what I actually did this time was remove ALL of the code that I was having problems with and tried to rewrite the function from scratch (although, it did take me 3 times to get it right).

The feeling I got when I could see and knew that I only had to change one more line of code to get the whole thing to work was fantastic.  "Great, the project is back on!" I said to myself.

What did I do different?
In the past, when I was in a situation like this, I would have just switched off the development environment and not opened it at all this would eventually lead to the death of the project.  

This time, I turned my attention of setting up the basics of my next project after mission: infiltrate, GP Race Manager(as posted about in this blog), that kept me in the programming frame of mind.  Also, I didn't leave the mission: infiltrate project completely closed.  Every day, I'd open it just to remember where I am, and also I've worked on some other areas of the game, that aren't really related to the game-play, such as menu's or adding new objects to the game.


As well as fixing the line of sight problem, I've also added that the screen starts to go red, little by little, when you are hit by bullets.  Also, for the PC version, the right mouse button is now the shoot button, as the shoot button at the bottom of the screen is designed for android touch-screens.  Screenshot:




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:


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.




25 September, 2012

mission:infiltrate. More small updates..

What's new?

The mission select screen has been slightly improved, showing which missions are available.  I'm still not sure what I'm going to put in the boxes though.


A green health bar has been added at the bottom (it's graphic needs improving though).  Also, a health pack has been added.


When the player, the mission failed screen appears. A mission successful screen also appears if the player completes the objects.

Also, on a minor note, bullets now pass over low height objects such as tables.

24 September, 2012

Mission: Infiltrate update

Today, for my 2D topdown shooter 'Mission: Infiltrate' I've added the start of a pre-mission briefing screen where the player will find out there objects. Obviously I'll try and make it look better at another daye.
 Also, I've made some progress on the enemies line of sight, with them not seeing through walls, but it still needs a lot of improvement and I'd like to come back to it.

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 ...