A new 0.94 build of the game has been released, with multiple seasons now in and working, as promised! There may be a few little tweaks or glitches here and there, so if there is, let me know. See our changelog 'New Build' post pinned at the top of the forums for more details about the new build.
Enjoy!
Dev Diary #2 -- Updates!
Just a quick update about the Post-Season feature; it's nearly done now, including aging drivers and crew chiefs, updating contracts, healing injuries, resetting everything, etc. By Monday or Tuesday of next week, I should have something to show and/or release.
The next version will include lots of tweaks too, which I think will make the game even more playable and fun.
See the more detailed forum post, pinned at the top, for more details on how the game is coming along!
Derek
Dev Diary #1: Sales are Good -- and Going Forward
Welcome sim fans! These posts are where I update everyone on the game and other related stuff in a direct, honest manner. Hopefull these posts will let people know this is the real deal.
A quick note: I'm very happy with how the sales are going so far -- thanks to over 200 fans and counting in just 5 days for stepping up and joining the journey! I'm really glad this EA didn't fall on its face. I understand some people are scared they'll pay for a game that gets abandoned, but i've been doing this for over 20 years, and have always finished what I started.
Thanks to those who have been kind enough to spend time making mods and such to the game. It is a very open game for this sort of thing, very much on purpose.
Next up: Post-season progression, and its started already. Aging drivers, advancing contracts and resetting various things is in and working already, and i'm figuring another week or so I should have a new version out and ready and (hopefully) bug-free. Things may need to be tweaked a bit after the release, which is fine and probably expected.
I'll update again in a day or two as it gets closer.
Happy racing!
Derek
Game Released!
The 0.91 EA build of the game has been released officially....finally! I'm pretty happy with where it is right now, but there's more to go, I know.
The Roadmap post on the forums details exactly where the game will go next. The Post-Season progression is already being coded as we speak and should be out for first testing in a few weeks or so.
A few little bugs here and there may still exist, balance may need tweaking, etc. but that's Early Access, so it's part of the package. I'm hoping sports fans, racing fans, or just fans of resource management strategy will grab the game and join me on this journey.
I'll be in and out all day (its Valentine's Day in the US), but if you have compliments, bug reports, comments, suggestions, etc. please feel free to post them on the forums or email me directly: simprosestudios@gmail.com and i'll respond as soon as possible. I've always supported my products and will continue to do so.
Have fun!
Derek
Builds: Change Notes (Current 0.91)
0.91 build:
-- FIX: Corrected an issue where repairing the second car in your garage wasn't charging the cost correctly.
-- FIX: Fixed an issue where sometimes saved games weren't being deleted properly.
-- TWEAK: Made repairing a little cheaper and more effective, as sometimes if had little success early on, you would be broke quickly no matter what you did just from repairing your car.
-- TWEAK: Adjusted the daily random office expenses to be a little less than before.
-- TWEAK: Added 10 more possible random events.
-- NEW: Removed the default Windows dialogue boxes for pretty much all of the info popups and replaced them with new, more attractive custom message boxes.
0.90 build:.
-- FIX: Corrected an issue where games wouldn't save correctly past the first slot.
-- TWEAK: Adjusted the R&D algorhythm to build slightly better cars in terms of stats.
-- FIX: Fixed an occasional crash issue when simming races if you have 4 drivers on your team.
Game Roadmap (2/1/2018)
Hey all!
This post is to clarify and establish the roadmap of what still needs to be done to complete the game and exit Early Access. I'll be updating this post as things progress.
** Between seasons progression: Right now, a season lasts 36 Days or turns, and then the game processes the end of season stuff (driver progression, contract length decreases by 1 for all drivers and crew, sponsors deciding to whether to ante up again for another season based on your performance, injuries healing, etc). This season progression is not currently enabled and still needs to be finished.
** Custom data files: The .RUF data file can be customized to echo the league of any time players wish. From the 70's to the modern era, players can create anything they want, from drivers to chiefs to sponsors to tracks, simulating whatever era they want. This feature will probably come next in the development.
** In-Race display: Adding the ability to view races as they unfold, make attitude decisions, and make occasional decisions in-race will come next, as this is the toughest part of what needs to be added in terms of implementation and we hope player input will make this the best it can be.
Come with us and join in the journey as we try to create the best offline racing management sim around!