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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/