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Horse Racing Manager News

New York update - Crowds, Simulation and World Economics

This month, the focus was on the game world and making it alive. We also introduced crowds into the game.

Crowds

In our last devlog, we mentioned plans to enhance the racing scene in the upcoming update. We believe that the inclusion of crowds is a fantastic addition. They bring more life to the scene, and you can truly feel the excitement when a crowd is roaring. There are now five different crowd sizes.

Example of cheering crowd.

Game World Simulation and CPU strategies

The work on CPU strategies done this month included a lot of different tweaks under the hood. Currently, the functionality is roughly implemented, but balancing is needed. This also means that the game is pretty close to reaching a level where we can start to test long-time simulations and where one could theoretically play the game.

We say "theoretically" because even if the game world is moving, the player needs to be able to interact with it better. Once the interfaces are ready, a demo/playtest could be performed. We will inform more about this in the future, but from what we have read, playtesting is crucial to iron out bugs and, more importantly, to make the game enjoyable to play. This would probably bring other things, like a communication channel, probably Discord.

A comment was also made about more philosophical strategies for each stable, like preferring to buy ready top performers or developing them from foals themselves. We are not sure yet how this would be implemented, but it could be a good addition to give the stables some more "personality."

Some CPU strategies
  • If low on funds, the CPU will first try to get a loan from the bank. If this is unsuccessful, it will start selling horses and firing staff, beginning with the least valuable horse/staff. If high on cash, it will start buying horses and hiring staff.
  • The manager's skills also affect how well he/she is able to make deals. A manager capable of making good deals would have a cheaper overall wage bill than a manager who is poor at making deals.
  • The CPU manager will also breed horses. First, it will check if any appropriate horses are owned, and if not, then look at the market. It will try to find a suitable partner that is on the same level.
  • Depending on age, ability and health of horse, the CPU will adjust training. A very high-ability horse will be splurged on, while a horse with a low capability will not.
  • The CPU stable manager will register the horse to an appropriate race, depending on its grade.


World Economics

Closely tied to the simulation and the CPU strategies is the functionality of loans, ratings, and liquidation.

[h2]Loans[/h2]
The functionality for taking loans is now technically set up, and the CPU tries to obtain loans from the bank. The transactions system discussed in the last devlog serves as the framework for all these financial interactions. The implementation mirrors real-life scenarios where you have credit and debit accounts—if any accountant is reading this.

[h2]Ratings[/h2]
When we mention attempts to secure loans, it's important to note that stable ratings in the game now range from AAA to D, modeling a corporate rating system like those in the real world. The rating considers the stable's income to expense ratio as well as assets to liabilities. Interestingly, this also allows us to measure the global economic rating and how balanced the simulated world is.

We conducted our first extended simulation for fun (just under two years) and noticed that the current game is unbalanced as expected. We tracked the average economic rating for each day in the game; you can see a visualization of it below. There is a clear downward trend, which is somewhat expected since all stables start as AAA. The distribution of stables' ratings is very skewed, and our goal is to achieve a normal distribution. Overall, the change is quite slow, and it would be interesting to see if the situation stabilizes after, say, ten years.

Around two-year simulation of the game world, a downward trend in the avg. economic rating.

Stables divided into economic ratings after the simulation. The results are highly skewed.

A one-year simulation (hands-off) takes around 30-40 minutes. This could be further optimized by moving some of the calculations directly to the database instead of performing them in the Godot game engine (to clarify, this is not a fault of the engine itself but rather suboptimal design on our part). Keep in mind that the game is designed to simulate day-to-day activities; currently, one day takes about 2-5 seconds to simulate depending on the workload, but we are hoping to improve this.

[h2]Liquidation [/h2]
What happens when a stable does not have enough funds to continue, and the bank refuses to extend more credit? The answer is liquidation. The CPU will try to stay afloat by selling horses and laying off staff. However, if these measures fail, liquidation will begin. During liquidation, all staff are fired and horses are sold. Afterwards, the old stable becomes more of a shell. We have not yet decided whether we will remove these stables from the game after some time. Once a stable is liquidated, a new one will be generated.

One aspect still not in the game is a sort of free agent situation for horses—where no one wants to buy them but you want to get rid of them. Our likely solution is to introduce a “shelter stable,” where you can offload unwanted horses and also purchase horses cheaply that other stables have offloaded.

Always be closing

In Alec Baldwin's words, let's talk about something important... put that coffee down.

The functionality to list horses for sale and buy available horses is technically in the game now, although no interface exists yet. The CPU is using this feature to purchase and sell horses. In the next devlog, we hope to introduce the trading interface and our planned auction system. Currently, we're designing three different auction houses for various levels of auctions: high-end, medium, and inexpensive.

The auction scene will also be illustrated in pixel art. Although the game is heavily UI-based, we believe that transforming the auctions into an actual "event" rather than just another menu will add fun and variety.

What’s next

Our next update will likely focus on the interfaces in general, but more specifically, it will enhance the interfaces for buying and selling horses, the auction system, and the economic page of the stable. While we continue refining the CPU strategies, we expect the next update to be quite interface-heavy.

We have also decided to pursue a grant from IDGA Finland, the Finnish chapter of International Game Developers Association, a non-profit professional society dedicated to advancing the careers and enhancing the lives of game developers. This grant would help cover the expenses of purchasing art for the game and provide us with professional feedback and advice. Even if the grant is denied, we will create a game design document and pitch deck, which will make future endeavors like this easier and help clarify our vision for the game’s look and feel.

We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated.

https://store.steampowered.com/app/2740170/Horse_Racing_Manager/

Cambridge update - Pseudo-DNA, New Cover Art, Transactions, Odds and more

This month, we introduced the Pseudo-DNA feature into our game, marking a significant advancement in how we simulate genetics within our game world. This innovative approach has already shown promising results in enriching the gameplay and realism of horse breeding mechanics.

Pseudo-DNA feature illustrated

[h2]Initial System Overview[/h2]
Previously, our system modeled horse skills—such as speed—by averaging the skills of the parents. This method, while simple, led to predominantly average outcomes and encouraged players to breed horses somewhat indiscriminately, prioritizing quantity over quality due to the randomness of outcomes. This approach, visualized in our first graph, displayed a uniform distribution of skills across 1,000 horses, emphasizing the limitations of averaging parental skills.

Two-parent average system, it's random values

[h2]Introduction of Pseudo-DNA[/h2]
Drawing inspiration from real-world genetics, the Pseudo-DNA concept was introduced to simulate the inheritance of traits more dynamically. In nature, traits are passed through alleles, with each parent contributing one allele to their offspring. This model allows for a more nuanced and realistic representation of genetic inheritance. For example, considering stamina, a parent with high stamina represented as "TT" and another with medium stamina as "Tt" could produce offspring with either high ("TT") or medium ("Tt") stamina. There is also a small chance for genetic mutations, just like in nature. This new system results in the emergence of distinct bell curves for skill distribution, as shown in our second visualization with the same amount of horses, effectively demonstrating varied genetic outcomes with some predictability.

Pseudo-DNA feature, values are more predictable but it's rare to make a legend.

Features of the Pseudo-DNA System
  • Traits and Alleles: The game simulates ten different alleles, including speed, stamina, acceleration, and more, with color to be added in the future.
  • Gameplay Integration: The visibility and accuracy of the Pseudo-DNA information depend on the player's stud manager skill level, adding depth to the role and decision-making process in breeding.
  • Balancing and Testing: Ongoing adjustments and testing ensure a balanced and engaging experience that mirrors the complexities of natural genetics.


New game cover art

For the past month, we've had the pleasure of collaborating with an exceptionally talented artist and studio, Imad Awan & Rayven Studios, on the new cover art for our game. While the previous cover was created using AI, and we remain neutral in the AI versus human art debate, there's an undeniable charm and depth to artwork crafted by human hands. We are absolutely thrilled with the final product; it beautifully captures the spirit and excitement of horse racing. Working with Imad was a delightful experience, and his professionalism and Rayven Studios creativity exceeded our expectations. I highly recommend exploring more of his work and considering him and Rayven Studios for future artistic endeavours. Their ability to bring our vision to life has truly enriched our game's visual appeal. Rayven Studios website & Imad's instagram profile & website.

New artwork.

With the new cover art setting a high standard, our attention is now turning towards enhancing the art within the game itself. Our goal is to elevate every visual aspect, starting with the racing scenes that feels “empty”, we look forward to sharing a sneak peek of the improved racing scene in our next devlog.

Transaction system

The implementation of our new transaction system has surpassed our expectations. This foundational upgrade has not only met but exceeded our goals, providing a robust platform upon which we can build future transaction-dependent features. Some of these have already been added to game, with the introduction of regular, monthly salary payments to employees. Testing this has brought forward scenarios like “what if the CPU player runs out of money?” - more about this later.

A game-wide refactor that utilizes this new, detail-oriented transaction framework has been done. The precision and depth of the record-keeping functionality stand out, laying a solid foundation for the development of future game mechanics. As you can probably gather, we are extremely happy about this feature even if the player will likely never see it directly.

Sneak-peak into database, nerd stuff.

Employment features

Introduction of work history for individuals, enhancing character depth and history.

Example of work history

Odds

We've introduced our initial iteration of calculating odds, using a mathematical formula with some “consistent randomness” - meaning the odds for a specific race will always be calculated with the same variables. This makes it so the odds can be show in history without storing all the data for each race. While this marks a first step forward into the world of odds, we recognize that the system hasn't yet reached its full potential. To ensure thorough understanding and transparency, a dedicated devlog will be prepared to delve into the nuances and future directions of our odds calculation feature in the future.

Furthermore, recognizing the diverse preferences of our player base, there will be options to allow players to customize how odds are displayed.

Examples of odds calculated in a race, horse form is also now available but needs to be improved with colors to make it easier to read with a glance.

Horse valuation

In anticipation of the forthcoming trading and auction features, we've developed an initial model for assessing horse values. While this model is operational and serves its intended purpose, it's clear that refinements are necessary. One notable issue is the models's current heavy weighting on a horse's age, leading to a dramatic decrease in value as a horse approaches the age of 10-11 years, often reducing its worth to negligible amounts. This devaluation occurs regardless of the horse's substantial career earnings or its potential value in breeding, which can significantly contribute to an owner's assets. The model could also evaluate future stars higher than currently.

Current valuation model, take into consideration that N is only 637 in the table.

Recognizing the importance of breeding capabilities and their impact on a horse's overall value, it's evident that this aspect requires further integration into our valuation model. Additionally, our current understanding of real-world horse market values may not fully capture the nuances of actual pricing. Moving forward, we will explore these areas in detail, aiming to refine our valuation process to better accommodate a somewhat realistic value, thereby enhancing the depth and realism of our trading and auction systems.

Sheep Meadow Road Games

During this month we also started a company for the game. This won't effect the game. If you are a talented pixel artist, check out our website and contact us.

What’s next

Our next update is likely set to concentrate on the economic aspects of the game, particularly enhancing the mechanisms surrounding horse trading and auctions. This update will delve into interactions and the dynamic scenarios that arise within our game. A significant focus will be placed on the behavior of CPU players, especially how they manage and balance their financial resources in response to what the simulation throws at them.

We understand the challenge of making the game's economy both realistic and enjoyable. Our idea for a solution is to design a variety of simple strategies - what we call “mini-strategies” - for the CPU players. These strategies, if enough of them, should help them make financial decisions that seem sensible and varied, making the game feel more alive. Instead of just focusing on buying and selling horses, this approach will also cover how to budget for auctions, manage stables, investing in facilities, and invest in horse training. Our aim is to create a game where economic decisions are important and engaging, offering a deep and enjoyable experience.

We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated.

https://store.steampowered.com/app/2740170/Horse_Racing_Manager/

Madison update - Staff dynamics, training & Pseudo-DNA

In the last month, we've made solid progress in our game's development, particularly around staff management features. Our efforts were centered on integrating staff roles, refining negotiation mechanisms, introducing a system for CPU-driven hiring and the training page. This update outlines these developments, explains their importance, and briefly introduces our next major concept feature: Pseudo-DNA.


[h3]Staff Roles[/h3]
Staff roles have been refined to offer a more immersive management experience. Here's a brief overview:
Manager: Crucial for strategic decisions and overseeing operations. The idea is to make the Manager central to efficiency improvements.
Assistant Manager: Supports daily tasks, enhancing the Manager's effectiveness.
Travelling Manager: Handles competition logistics, reducing horses' travel fatigue.
Stud Manager: Leads the breeding program, offering clearer insights into breeding outcomes.
Jockey: Essential for racing, directly affecting track performance.
Head Trainer and Trainer: Develop and execute training programs to enhance horse performance.
Veterinary and Nurse: Provide medical care, ensuring horse health.
Farrier: Specializes in hoof care and shoeing, critical for horse mobility.
Groomer: Maintains the horses' appearance and hygiene.
Groundskeeper and Landscaper: Keep the stable and track in pristine condition.
Scout: Identifies potential new horses and assesses competition.

Inspecting the manager of a stable.

[h3]Negotiations[/h3]
Negotiations for hiring and renewing staff contracts now involve more strategy, balancing considerations like salary, contract terms, and skills. All persons in-game have a salary acceptance threshold, and depending on the balance between the negotiator and the negotiatee, the salary acceptance level can either be lower or higher. This balance is also seen in the CPU hiring process, meaning that stables with managers possessing great negotiation skills will have an overall cheaper workforce, whereas managers who are poor at negotiating will have a more expensive workforce. One possible feature coming to the game is also allowing the player to own multiple stables. Then, the player could delegate the responsibilities of the stable to the hired manager, where it would be crucial to hire not only a competent manager but also an effective negotiator.

A successful negotiation.

[h3]CPU Hiring[/h3]
The introduction of CPU hiring introduces a new dynamic, with NPCs making independent hiring decisions, adding a layer of realism and competition for securing skilled staff. This is the first time we've achieved a sense of the game world being "alive." The functionality still requires balancing, but the decisions made by the CPU are not completely "random." Instead, it attempts to hire personnel suitable for the stable's current status. Thus, the least successful stables won't attempt to hire the top jockeys, and so forth.

An overview of all the stables employees and the new and improved stable details page.

[h3]Horse Training[/h3]
The initial version of horse training has been integrated into the game. Now, you can select staff for each horse individually and customize the training according to your preferences. The effectiveness of the training will be influenced by the staff's abilities, as well as other factors such as nutrition, care, training type, and the effort put in.

An overview of the horse training page.

[h2]What's Next: Pseudo-DNA[/h2]
We're exploring a concept called Pseudo-DNA to enhance the breeding system. This approach simplifies genetics, making breeding outcomes more predictable and strategic without losing the thrill of chance.

[h3]Understanding Pseudo-DNA[/h3]
Pseudo-what? In genetics, traits are passed from parents to offspring through alleles. In our game, we mimic this with simplified genetic codes for key traits:
  • Each trait (like speed or stamina) is represented by alleles (SS, Ss, ss).
  • Breeding combines one allele from each parent per trait, determining the foal's characteristics.

For example, if a fast horse (SS) breeds with a slower horse (ss), their offspring could inherit Ss, resulting in average speed. This mechanic is mirrored across traits like stamina, agility, and coat color, with each combination affecting the horse's in-game performance and appearance.

Consider two horses:
  • Horse 1: SSTtAaggRrEeIiMmLljj (a versatile horse with average traits)
  • Horse 2: SSTTAAGgRrEeIImmLLJJ (a top-tier horse with exceptional traits)

When these horses breed, the offspring inherits a mix of their alleles. For speed, it might get S from Horse 1 and S from Horse 2, resulting in SS (fast speed). This genetic combination directly translates into the game, where a high-speed trait could mean a skill rating between 70-100. Some mutations will also be added to make the system more realistic.

This Pseudo-DNA approach allows for strategic breeding, where players can plan pairings based on desired outcomes, blending the unpredictability of nature with gameplay strategy. We think that Pseudo-DNA will be the solution to make the breeding interesting and deep, we call it "pseudo" because we try to mimic nature somewhat.

Lastly, blending natural processes with a "pseudo" implementation has provided a unique approach to designing this feature. This methodology will be taken into account for future developments within the project. Reflecting on this approach, it aligns well with the principle that sometimes there's no need to reinvent the wheel.

We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated.

https://store.steampowered.com/app/2740170/Horse_Racing_Manager/

Boston update - Jockeys & Foals

Long-awaited, jockeys are finally making a grand entrance into our game! Far from being mere riders, these characters embody skill, strategy, and excitement, significantly impacting race outcomes. A more skillful jockey will adeptly handle a horse with a stronger temperament. Each jockey stands out, adorned in colourful racing silks, brought to life with subtle animations.

Some variations of the colours.

Another visual enhancement is the introduction of foals. These young horses add a layer of depth and realism to the game. Players can now observe foals in various stages of growth, from playful youngsters to yearlings in their training days, as they gear up to become the next champions of the racing world.

Some variations of the new horse sizes.

[h2]What's Next[/h2]
We're also giving you a sneak peek at an exciting upcoming feature – staff negotiations. This will add a new dimension to the game, where players will engage in discussions with staff members, shaping their roles, contracts, and overall contribution to their stable. Stay tuned for more details in our next updates!


Early look at the staff negotiation interface.

We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated.

https://store.steampowered.com/app/2740170/Horse_Racing_Manager/




Omaha update - First version of weather system & character portraits

During this week's development the start of the weather system was developed. As this is just the debut of this feature, I'm excited about the enhancements and refinements that will come in future updates.

I have also expanded the game's environment by introducing diverse ground textures, including various types of grass and sand. This addition brings a fresh feel to the game's landscapes.

While I also ventured into integrating lighting effects, it's evident that this aspect still requires a lot of polishing. Lighting plays a pivotal role in crafting the game's atmosphere, giving each scene a unique mood and feel.

Some variations of the tracks and weather.

Another exciting feature in this week's update is the introduction of character portraits. This adds a vibrant, personal touch to the game, moving beyond mere numbers and spreadsheets. Each person in the game has a generated unique portrait. The player will also be able to customise their own character portrait.

Some variations of the character portraits.

[h2]Next[/h2]
Our next update will either focus on upgrading the weather and tracks visually or staff logic (how they function, contracts, negotiations etc.). Additionally, I will be taking a holiday break, so this will be the final update for the year.

Please consider adding our game to your wishlist on Steam by clicking "wishlist" below. It's free, and it greatly encourages me to keep developing the game!

https://store.steampowered.com/app/2740170/Horse_Racing_Manager/