For today’s golf gameplay-related dev update, I’ve added automatic movement to the character, for reaching the ball and sort of positioning himself to take the shot!
It was easier than expected, thanks to some foresight of past Gus when coding the game. I simply moved the function to shoot the ball away from instantaneous execution after releasing the mouse button over the desired location, and put it in another action executed by the golfer character once it has reached the calculated point of shooting.
This calculation is a bit dirty now, as it only tries to get position slightly away from the ball and perpendicular to the direction from the ball to the desired target. For the current prototyping purposes it works.
The golfer also slightly delay the shot when he arrives in position, in order to “think” about how to hit the ball. I’ll add some animations and fluff to this step later.
You can see the execution of a hole with the new system below:
And that’s it for today’s update on golf gameplay! Still need to automate the moving to the ball more, so that the doesn’t wait for your to finish deciding on the stroke before taking position. And the shot visualizer thing is still broken, giving out NaN results depending on the slope. I’ll make a better fix for that later!
That’s all, folks! Keep on teeing! And may your strokes never slice!
(Also, starting from today, I’ll drop the numbered update from the format and put in a more relevant title off the bat. This will give you, readers, a quicker idea of what the feature is relevant to straight off the title. Categories like Golf Gameplay, Tycoon Gameplay, Management Gameplay etc will make it easier for navigation!)
Today’s update is about making the course less lonely!
I’ve added a prototype character to start implementing character controls and AI.
This will affect the shooting in the following way:
-You will decide the shot as you do now, from where the ball currently is and the desired destination.
-Unlike before, now your shot won’t be done instantly: the player character will first have to move to position, and then swing the club as per your “instruction”.
-Once the ball comes to a stop, you’ll be able to decide the shot again, while your character makes his way to the ball. Then once he reaches it, if you’ve decided the shot, he will strike it; if not, he’ll wait for you to do so.
This indirect manipulation of the shots will be vital in implementing the AI. In fact, with your player character, you’ll also be able to let the AI control him if you’d like, so that he can play some rounds of golf and improve while you’re busy off making a new hole. The AI will make use of the systems I’m implementing to create the shots and try to get a good score.
I’ll also test out an attribute system so that your shots have a bit of imperfection based on your character’s strengths and weaknesses. This will refine the golf gameplay further, increasing the challenge and the planning.
You can see a mock up of how the golf gameplay will play out here:
That’s all for today folks!
(Bonus points if you can guess the golfer I’ve based the character on!)
I’ve updated the game to add the day-night cycle feature, as well as fixing an issue where the ball would be shot into oblivion if you shot it uphill/at an incline or something.
The shot curve visualizer thing isn’t perfect; but the shots no longer bug out. Or shouldn’t!
In any case, go ahead and try out the demo! Available here as usual! Both Mac and Windows versions available.
Oh and we’ll be adding Linux support for the demo pretty soon!
Here’s two nice holes I built with the current version of Boss Golf!
Fear of the Dusk
Next on the list is a reworking of the play/golf hole panel, giving you better/more interesting information regarding the hole, as well as the possibility to open it up for AI play. Which will be implemented later this month, at least at a basic level!
For a quick detour in plans, on suggestion of a player, I’ve implemented a basic Day-Night time cycle into the game following this very handy guide. This way, as you build up your course, things will feel a lot less static than before.
This system will also be used for determining everything else in the game regarding time; progression, money, AI actions etc. For now, there’s 3 speed settings, with the slowest one taking about 10 minutes for a full day, and the fastest one taking about 2 minutes.
Next level for it will be limiting the times the course will be operational; as there’s no 24-hour golf course. Yet. This will also affect your budget and upkeep and whatnot. So next major update will be management!
For now, here’s a nice GIF timelapse!
And here you can see the difference between Morning – Noon – Evening:
There’s lots of room for playing with the light color, the fog etc, to add more life to the transitions. But it’s good enough for now!
Will roll this out into the demo tomorrow! So stay tuned!
Download information and more, as always, are here!
New for this version:
Updated user interface for more fluid gameplay
Added option for adding rotation to your shots
Physics and other tweaks
Sound and particle effects
So there you go!
This may or may not be the last demo version of the game before entering alpha, as I plan to spend the rest of this and the next month into getting the AI and the management elements into the game. Still up for planning, though.
Now for some things I’ve built while using this new version!
That’s all for now, folks. Don’t forget to give us your feedback on our forums!