Post by Momoko Murasama on Sept 7, 2020 23:07:36 GMT -5
Well, that didn't work out as planned - I was originally going to post updates every few days, but life gets in the way sometimes. Everyone involved in this project works on this in their spare time, and I'm no exception. Big updates in store though, so read on!
Car Development Sheet
The big focus of this update revolves around the Car Development sheets. This is actually two sheets - a specifications sheet that shows what Upgrades are currently equipped, their permitted maximum level, as well any relevant effects they may have, and a scheduler sheet that shows when Upgrades will be completed.
Specification Sheet
The Specification ("Spec") Sheet shows the currently upgraded parts and their effects, but it also doubles as a Car status tracker. The Sheet is capable of tracking 10 individual Cars each, plus their current Durability, Status, and which Team is running them. For players, the Repair Costs are also referenced from the relevant System Reference Document table, immediately showing how much repairs will cost for event-ending incidents.
Upgrade Scheduler
The Upgrade Scheduler Sheet shows a detailed table on what Upgrades are equipped much like the Spec Sheet, but its purpose is to instead show the development progress of Upgrades being built for a particular Car. This can be used to plan out Car Upgrades well in advance, though currently it is not possible to plan an entire Season's worth.
Team Base and Finances Progression Sheet
Huge progress was made on the Team Base and Finances Progression Sheet since I last posted about it, and it now includes an at-a-glance status tracker of a Team's Cars, including their Durability, Staff requirements, Chassis type, and Running Costs.
There is also now a scheduler which tracks when Facility Upgrades are completed, enabling players to schedule Facility development ahead of time, though much like the Car Development Sheet, not for a full Season. A simple Finances sheet was also made, although all this does is tabulate the Team's CR income and expenditures and nothing else.
Track Testing
Significant refinements were made to the AI driver behaviors on the simulation-side of the Racing Heart Universe game. This included Driver Stat balancing, refinements to AI stat file generation, as well as improving their race craft and risk assessment when overtaking. Although they can't avoid all wrecks, the sim-side changes make them far more likely to avoid high-speed collisions with wrecked stationary cars.
Hopefully, incidents like this will be a thing of the past!
That's it for tonight's Dev Update! But stay tuned, as I've got a huge announcement coming in the next few days~
Car Development Sheet
The big focus of this update revolves around the Car Development sheets. This is actually two sheets - a specifications sheet that shows what Upgrades are currently equipped, their permitted maximum level, as well any relevant effects they may have, and a scheduler sheet that shows when Upgrades will be completed.
Specification Sheet
The Specification ("Spec") Sheet shows the currently upgraded parts and their effects, but it also doubles as a Car status tracker. The Sheet is capable of tracking 10 individual Cars each, plus their current Durability, Status, and which Team is running them. For players, the Repair Costs are also referenced from the relevant System Reference Document table, immediately showing how much repairs will cost for event-ending incidents.
Upgrade Scheduler
The Upgrade Scheduler Sheet shows a detailed table on what Upgrades are equipped much like the Spec Sheet, but its purpose is to instead show the development progress of Upgrades being built for a particular Car. This can be used to plan out Car Upgrades well in advance, though currently it is not possible to plan an entire Season's worth.
Team Base and Finances Progression Sheet
Huge progress was made on the Team Base and Finances Progression Sheet since I last posted about it, and it now includes an at-a-glance status tracker of a Team's Cars, including their Durability, Staff requirements, Chassis type, and Running Costs.
There is also now a scheduler which tracks when Facility Upgrades are completed, enabling players to schedule Facility development ahead of time, though much like the Car Development Sheet, not for a full Season. A simple Finances sheet was also made, although all this does is tabulate the Team's CR income and expenditures and nothing else.
Track Testing
Significant refinements were made to the AI driver behaviors on the simulation-side of the Racing Heart Universe game. This included Driver Stat balancing, refinements to AI stat file generation, as well as improving their race craft and risk assessment when overtaking. Although they can't avoid all wrecks, the sim-side changes make them far more likely to avoid high-speed collisions with wrecked stationary cars.
Hopefully, incidents like this will be a thing of the past!
That's it for tonight's Dev Update! But stay tuned, as I've got a huge announcement coming in the next few days~