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Horse Racing Manager News

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/

Las Vegas update - Breeding is now implemented into the game

During this week's development breeding was added into the game. This system merges the stats of both parent horses, calculating an average as a starting point. To add a touch of natural unpredictability, I have included a randomization element, creating a more dynamic and realistic breeding experience.



An aspect of this new system is the success chance, which varies based on several factors. Compatibility between horse breeds plays a crucial role; matching breeds increases the likelihood of successful breeding. Additionally, breeding horses within your own stable grants a higher success rate compared to external breeding.

I have also implemented a cost structure for breeding with horses from other stables. Currently, this cost is primarily mechanical, but future updates will align it more closely with the career earnings of the horse. Notably, using a stallion from another stable is significantly more economical than using their mare.

A pedigree tree was also added to the game, I quite like how it turned out!

Looking ahead, the next update will introduce avatars for the in-game human characters. Here's a sneak peek at what's coming!



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