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In the last devlog we talked about new UI, Pre-Race scene, betting system and conditions.
Horse Racing Manager is currently in its pre-alpha stage. This phase has been ongoing for nearly a month and includes both internal testing and early feedback from members of our Discord community. During this time, we've focused on identifying and fixing bugs, improving stability, and refining the core systems, and the improvement has been very clear and inspiring. The game has grown noticeably since the start of pre-alpha testing, and we will talk more about significant changes in this devlog.
We are now preparing for a public alpha testing. This next phase will take place on Steam and will allow players to access the latest builds as they are released.
We've talked about DNA system a lot in the past, and now we've made significant progress on DNA-based coat system. Each horse now carries a genetic profile that determines its coat colour. This system plays a central role in breeding, where the genetic trait of parent horses are combined to produce an offspring with realistic and varied coat outcomes.
Several coat categories are now fully implemented. These include all cream variants, such as smoky black and palomino, as well as the full range of dun, champagne, pearl and silver coats. Each category has been carefully developed by our amazing artist to reflect real-world genetics and provide diversity in the game. Additional coat types are still in development and will be introduced in future updates.
[img src="https://clan.cloudflare.steamstatic.com/images/44792110/df13748b4f757dc82348d498129a5426603c7959.gif"][/img]Showcase of new implemented coats
Race tracks are set to receive an enormous visual upgrade. Our goal is to enhance the environments with more detailed assets and layered parallax backgrounds, creating a greater sense of depth and atmosphere during races. These changes are part of our broader effort to improve the aesthetic of the game.
This work is currently in progress, and implementation into the game is one of our next key steps.
[img src="https://clan.cloudflare.steamstatic.com/images/44792110/37f576fbf92f3d4a71e1b4a07bab30ba238e3280.png"][/img]Detailed new race environment.
The theme system has been expanded to support a much broader range of node types. With this change, we increased flexibility in how themes are structured and applied. It lays the groundwork for enormous possibilities for everyone to express their creativity through custom themes. Our team has created multiple themes, that are implemented into the game as "Default Set', but we are excited to see themes created by the community.
The system that determines which horses participate in races has been reworked to improve both fairness and realism. Previously, NPC-owned horses were selected in a way that could lead to inconsistent or unbalanced race lineups. With the new weighted ranking system, horses are now chosen based on their performance, condition and other relevant factors.
This way we ensure more competitive races and more believable racing environment, also stronger horses are more likely to appear in higher stakes events, while still leaving room for surprises and disappointments.
We've made improvements to how the simulation system is presented. Previously, when the simulation was running, the interface could make it unclear how far the process was. The updated version now provides a clearer and more informative simulation view.
In addition, players now have more control over simulation process. Player can stop the simulation manually at any time, or let it pause automatically when an important event occurs - such as a race result, a message, or important decision point.
The simulation panel has also been redesigned to provide clearer information to understand what is happening in the background and what is happening next.
The in-game mail system has been updated to support direct interaction. Message that includes subjects such as trade offers, invitations, or other decisions now come with action button, allowing player to respond immediately without need to navigate through additional menus. Current state of this system is still buggy, but we are working on polishing it to desired state.
We've also in the process of reworking parts of the mail system to improve how messages are structured.
The home page has been redesigned to serve as central hub for all key information for player. It now includes a calendar view that displays upcoming events, such as races, training sessions and other scheduled activities. Each event is marked with a colour-coded icon, making it easy to distinguish between different types of events.
Clicking on any event in the calendar takes you directly to its details, allowing quick access for player. The home page also shows the current status of all player-owned horses, including their condition and readiness. Additionally the most recent messages are displayed, helping players stay up to date without needing to switch scenes.
[img src="https://clan.cloudflare.steamstatic.com/images/44792110/67cd0aef20c9f63b32dc9970cde9ff2fd654788d.png"][/img]Redesigned home page
The betting system has been fine-tuned to improve betting accuracy and usability. NPCs now place bets based on logical criteria, and payouts are calculated correctly based on race outcomes, creating consistent betting system. We've also improved the race front view, where betting now takes place directly. This makes it easier to place bets and follow the action without needing to navigate away from race interface.
We have upgraded to SQLite version 4.5. Alongside this, several database queries have been optimised, especially those that affect performance in the later stages of the game, leading to faster load times and smoother gameplay, particularly when the game world becomes more populated and complex.
We are now in middle of internal testing of the game with help of handful of community members, who has contributed a lot to game development process, soon after it's mostly functional, we will open alpha testing to our whole community. In this version player will already own a stable, unlike in final version where you start out unemployed.
If you'd like to support our developers throughout the journey, we created Ko-Fi page for Horse Racing Manager. Donations are completely optional and won't grant any perks such as early-alpha, we'd like to keep testing open to everyone in our Discord. That said, any donations are appreciated! Ko-Fi link here!
We have member count of over 300 already. If you have suggestions, ideas or something else you want to talk about, it's a great platform and an easy way to reach us. Join the server here!
We had originally planned to launch early access in early June. However, as development progressed, we identified more bugs than expected and saw opportunity to further improve the overall playing experience. Rather than rushing the release, we've decided to take additional time to polish the game and ensure it matches the quality we are aiming for.
A new release window will be announced in future.
Development is ongoing, and we will keep you updated on our progress. We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Our goal is to make this franchise the most realistic horse racing simulator in the world. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated.
Wishlist Horse Racing Manager Here!
In the last devlog we talked about demo, localization, facilities and new scenes.
Last devlog we talked about horse updates, medical system, sound system and new scene.
As we close our first year of development, we want to thank everyone who has supported the project and participated in our early testing phases through Discord. Let's review the significant progress we've made.
In our last devlog, we discussed the auction implementation, user interfaces, announcing and team updates.
In our last devlog, we discussed an interface for trading horses and the auction system. The auction system is now fully implemented into the game, but team updates pushed the interface for trading forward.
In our last devlog, we mentioned focusing on visuals and UI, and while this remains true, we also dove into a deep efficiency rabbit hole. How fast can we make the game? This became an obsession, but more on that later.
This month, the focus was on the game world and making it alive. We also introduced crowds into the game.
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
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.
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.
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.
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/
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