Sunday 6 May 2007

3d Online Development

I have been looking at Java-based DirectX solutions that might allow 3d visuals for Grand Prix Tycoon. Nothing complicated you understand, just a little spice to the menus.

However, all the current solutions seem a little lightweight for what I want to do (no access to the rendering pipelines, whereas my DX solutions are very low-level) and all are inordinately complicated for even the most simple actions (and this is compared to DirectX development in C++).

As I was writing this, I was asked by someone why I don't develop my games in DirectX and instead use browsers. Here's a list of reasons:

o Cost/time balance. Browser development can be done quickly without any cost. DirectX development is very difficult and arduous and requires a big team to do in any sensible size.
o My games are far more sophisticated than many commerical releases. They just don't have the graphics. So what?
o Browser-based games are easy to maintain and build upon. Software solutions require complicated update management systems.
o Grand Prix Tycoon can be played on anything from a Wii through to a mobile phone.
o I couldn't make it free. The cost of development and the time it would take would be far greater.
o Etc, etc. I can think of a few more but I'm too lazy to labour the point.

Friday 4 May 2007

Class Listing

Categories (in bold) and classes on the table so far:

Karting

100cc Begineer (eg. Formula K100)
250cc Gearbox National [3 Max] (eg. Formula 250E)

Open Wheel

600cc Club (eg. Formula Jedi Class A)
1000cc Club (eg. Formula Jedi Class B)
1600cc International [1 Max] (eg. Formula Ford 1600)

Touring Car

Stock Open (eg. NASCAR)
Touring Open (eg. Dunlop British Touring Car Championship)
International Rally [1 Max] (eg. World Rally Championship)

V8 Open Wheel

Club V8 (eg. Renault World Series)
Pro Racing [3 Max] (eg. British F3 to Formula One)

Still not sure how to balance these as I know most players will be looking to join V8OW instantly. I was considering 'starter accounts' with an instant Club V8 drive but none of the tycoon features. There is also the issue of karting prices. The prices are so tiny, it won't work with the current system since the smallest increment is one thousand and changing the increment would make the prices in higher classes look a bit odd.

One potential solution might be to have a conversion when displaying on the screen so for a karting team it would show '3000' whilst for a Pro Racing team it would be '3k'. Another (which would also help balancing) is to use falsely increased costs for karting-level teams, but this would decrease the realism of the game.

Whichever route I take, the amount of teams you may have in any category will be limited.

Tuesday 1 May 2007

Making use of motorsport

I have noticed many people talk about how they prefer A1GP because of the spectical it provides by giving people identical chassis. However, they remain unaware of the existance (or at least fun) of GP2 and, in some respects, F3.

A driver in motorsport has to work his way up the ladder. A true Grand Prix Tycoon would not begin at the top level either. By going through a plethora of karting classes, then moving up to professional motorsport, a Grand Prix Tycoon could grow (or not, as the case may be) before moving their team up to a higher league.

I was thinking a 'test' system. The car is converted to the new format, whether that's a higher class or a different car, and then pitted against a test race. If they pass, they move up to the new league. If they fail, they remain in the current league.

I want opinions. Should the game retain its focus on the 'RRA Pro League' or start the player in Karting and have them work their way up? Is it too much of a stretch to expect players to start so small?

It will, guaranteed, expand development times. However the end result could include so much more variety.