One of the highly requested feedback from our terrain demo was the ability to place several tiles/decoration at once.
So, I did it. Delegated the selection handling to a separate class, so I can do more awesome things with the selection options, and it worked flawlessly right off the bat.
Here you can see me building my course with multiple tiles at once:
And then adding multiple trees in one go, and increasing their amount as well:
For the height, it will be tricky. Maybe for that, I’ll just make different size brushes and use them. I’ll give it a test tomorrow, and see how it goes.
This weekend there’ll be a new demo with the new terrain editing tools, money, and water.
Oh! One thing to note is that the game will allow you to build things even if you have no money. This is something I had to think about as there were really three possibilities for area placement:
-Cancel placement if you don’t have enough money
-Place as many as your money will allow
-Place everything, and put you in the red if need be
I decided to go with the third option, so that you will have to be careful about how you place your terrain, and make the decision to go into the red if you want. (Be careful to not drown in debt!)
That’s it for today’s update! Please do let us know if you have any comments or feedback!
Today’s update is a bit of a detour on the plans, but a damn good one.
I’m still working on getting the multiple decoration sizes (1×1, 3×3, 5×5) to make your life easier when adding lots of decorations at once. Having to rework the selection system a bit, which is ok! That’s how we do things in Japan; we rebuild it until it is good.
Anywho, I also went ahead and added an awesome low poly water shader to the environment, to make those links look even more epic. And the results are awesome! Check it out:
You can see the waves hitting and crashing on the cliff, looks so cool! Shader still needs some tweaking when it comes to reflections and whatnot. Ideally it should be more opaque.
But it’s a first pass, and it looks great. I’ll also experiment with water tiles using the same shader, so that you can build some great looking ponds and rivers through your courses, to make your golfers extra happy!
That’s it for today’s update, folks! Stay tuned for more!
Thanks to those of you who tested the terrain demo and gave us your feedback! It was very useful!
-The function of the flatten tool isn’t well communicated. It is currently flattening the tile by the vertex closest to the pointer. Need to think of a way to communicate it better.
-Bigger brushes for decorations, so that you can place trees in a bigger area. This is on the list for tomorrow.
-Ability to paint terrain/decorations so that you can just drag and move the mouse around covering an area. This is something I’m still considering, as I’m expecting the gameplay to change once I make tiles cost money.
Which is what I just did. Today’s update is focused on the All Ighty Ollar. I mean, the almighty dollar! From now on, the tiles will cost a specific amount of money (whose value will change a lot as the game gets further in development), making you consider more the kind of course you wanna build. No way to get the money back yet, as that will require actual little golfers paying to play your course! But that will come next month.
I also added a simple bulldozer tool, which basically reverts the tile back to grass, removing any decorations it may have had. Also works with holes.
Only decoration and tiles cost money; removing tiles and moving the terrain doesn’t cost anything.
Here’s a sample course I made:
As you can see up there, I ended up with $4,200 remaining after plotting that hole. Since I started at $21,000, this particular hole cost a whooping $16,900! Is that a lot? I don’t know! Price balancing will feature more on the demos from now on, and I’m happy to receive your feedback!
Thanks for reading!
I’ve packaged the current version of the game into a nice terrain demo. It allows you to place tees and corresponding holes, change the tiles in the landscape, as well as edit the height of the terrain.
-Mouse click does most things, mouse right click cancels actions and returns menu
-WASD and arrow keys pan the camera
-Mouse wheel and Q E zoom in and zoom out
-Holding mouse wheel and moving the mouse will rotate the camera
So you can download it here!
Give it a try, and comment anything you found interesting/annoying/awesome!
(Also, take screenshots!)
In the process of today’s update, I came upon an interesting quirk when using grids.
I have finished implementing the hole creation in the new terrain, works like a treat. Now I’m in the process of processing the tiles in between the hole and the tee, so it can make calculations regarding base shot, par, actually distance etc.
Using A* to find the shortest path between the hole and the tee, leads to some interesting visuals:
Above, the path traced by A* is marked with black spheres. The drawn red line shows the actual shortest path (a straight line) between the two points. When in a grid, the path marked by A* does signify the shortest path between two certain points in the grid. It can be set to ignore diagonal traversals, or to allow them (as is the case of Boss Golf).
Visually, though, it looks so quirky. To us, it’s clear to see that the shortest path is the line between the start and the finish. To the game, though, the shortest path ends up creating these doglegs all over the course.
That’s all! Almost done with the processing of the base shot, coupled with a lot of refactoring and reinforcement. Once it’s done, it’s demo time!
As expected, today I was able to finish implementing the new terrain system completely, and connected it to the GUI and everything. So as far as terrain editing/tile placing is concerned, we’re all good to go.
The decoration system is also quite a bit better in placing things, though can still be improved further if there’s a need for more separation between objects:
And I also went ahead, and updated the decoration system to make it match the tile underneath, adjusting as height changes:
It’s not 100% precise, due to the triangulation of the meshes. I’m thinking of looking into better triangle striping in the future, but that’s not a priority for now.
So with the new system in place, performance improved by a lot, and we can now create massive courses. Plus, I was able to re-engineer the architecture of the game to make it more modular and future proof!
Next step, reimplement the course building. Then it’s time for a new demo!
That’s all for today folks! Stay tuned for more!
Today’s update will be a short one, but it is a good one: I’ve finished replacing the existing terrain system with the newer chunkier one!
And took the time to begin redoing other hastily designed systems for more solid ones, improving performance and maintenance as well. By the weekend, I’ll have it back to full functionality with improvements. And a new demo for playing around with the terrain!