What is Football GM?
Football GM aims to put you in the role of a General Manager of a Professional (American) Football franchise. Drafting/Cutting/Trading players, handling contract negotiations and – but only if you want – calling the plays on game day (we’ll pretend you are an egotistical GM who has appointed themselves as the Head Coach).
Why Football GM?
With my prior experience of Sports Management games, and my deep interest in Football the fit seemed obvious. However the story of the development of Football GM isn’t a short one and has been an on/off process for the last decade; Only starting to really ramp up in the Summer of 2012.
While at University (around 2002) I created the very first prototype of Football GM for my final dissertation. The results were not great, and looking at the game now it doesn’t look too great.
Development ground to a half after a burglary in which all the code was stolen (this was before the day of cloud backups, and I foolishly left the CD backups next to the laptop).
All remains of the Match (Fixture) Engine, unfortunately, were lost.
In early-mid 2012, and after continually requests to re-start the project from people who were aware of my original prototype, I decided to start afresh with Football GM.
The progress up until around early October 2012 was slow, the work focusing on the base code and data structures. The UI (as can be seen above) was truly woeful!
This changed in November 2012, when the UI underwent a complete overhaul – and hopefully for the better.
Refinements to the UI continued throughout the month.
UI refinements continued up until around Christmas 2012, by which time the first database had been complete. Allowing for the first time real players and their real life stats to be in the game.
And with that, we have reached around January 2013.
Feel free to leave your questions and comments!