Dev Update #37: UI update finalized!

Dev Update #37: UI update finalized!

Hello folks!

I’ve finished updating the UI to the new system! Hurray!

Now the menus are better, and it’s easier to extend when adding new features. Take a look!

UI_Revamp

Of course, many assets are placeholder. But they do their job pretty well. UI will be more filled up with buttons once more features are implemented.

But now it’s at the state I wanted, you have the same functionality as before but more well organized. Excellent.

Now time to move on to AI! Hopefully by this weekend I’ll have Bob Golf roaming around the course and trying to hit the ball.

So stay tuned!

Dev Update #36: Basic Stroke Maker is In!

Dev Update #36: Basic Stroke Maker is In!

Hello folks!

Finished implementing the basic version of the stroke maker!

It now allows you to curve your shots in sort of the way you want it. To illustrate the process, I created a simple tiled hole so that you can better see the path created by the ball before and after the shot.

Below, you can see a top before/after view of hitting the ball off the tee:

On the left side, it’s the straight predicted trajectory of the ball (currently not taking into account the spin on the display!), and on the right is the result of the stroke. As per the stroke maker, you can see I went full on right-spin on it. You shouldn’t do that unless you really want it the spin. In this case, it deviated only slightly to the left.

Here, the ensuing shot, a chip in from a distance:

Again, full on spinning. It resulted in a nice curve cutting inside towards the center of the field. Just for displaying purposes, of course.

Finally, my attempt at putting with a curve because why not?

All of that was on flat ground, to make sure the curving calibration wasn’t affected by any other effects. Dang close from the hole too, if I had aimed just a tad more to the left, it would have gone in. But oh well, live and learn!

This doesn’t conclude the UI implementation yet; I still need to hook up the end state of the goal/retire option to it, as well as add more info regarding the stroke you’re taking, plus information on the hole and how far along you are. After, I’ll make some more icons for the terrain editing part, ensure everything is navigable, and that you can cancel your actions.

Then I’ll move on to AI, hopefully!

That’s all for now folks!

Quickie: More decoration!

Quickie: More decoration!

Hello folks!

Progress this weekend has been slower than I had anticipated. Finished integrating the UI for the old controls, but still working on the stroke maker. Struggling as well brainstorming the way to integrate it into regular gameplay.

Also spent some time thinking about how to organize the AI system so that I can begin prototyping it. Goal for this month is to have an AI character able to  playtest your course! (probably very poorly, but we all gotta start somewhere!)

So here’s an image of some new trees!

new_Trees

Good thing about this is that the system for adding new decoration prefabs works better than expected! With the added trees, we can begin to see some much nicer looking courses!

That’s all for today, folks!

Expect a proper update soon!

-Gus

Quickie: Prototyping the Stroke Maker

Quickie: Prototyping the Stroke Maker

Hey folks!

I’ve been hard at work this weekend on the new UI system and the new “stroke maker” feature.

Here you can see a nice screenshot of how it is all looking like right now:

shot-prototyping

I’ve also added more icons to replace the placeholder text, as you can see in the top menu. Added a couple new trees for decoration too, which you’ll be seeing more of in the screenshots coming up later.

I think I’ll be able to finish prototyping the stroke maker today, and finish integrating the new UI systems by tomorrow. Since it’s a three day weekend here in Japan, might be able to get the demo updated by monday!

That’s all for now, folks!

Dev Update #35: Customizable UI!

Dev Update #35: Customizable UI!

Hello folks!

With the new UI overhaul, many things were moved to floating menus. So today’s update is about the system that allows you to move certain UI panels around in order to customize them!

You can see it in action below:

uiMove

Simply click and drag on the UI element you wish, and it will lock into the new place. I’ll also make it so your settings are saved every time you play.

I’ve also gone ahead and fixed a bug where the water tile would disappear if you added a water tile > put a tree decoration on top -> placed a water tile again. Now it works as expected.

Next, I’m working on the new Shot menu. It’ll give you better options when making your shot, as well as allow you to add some spin to it too. There’ll still be the current separation between shot styles (Drive, Approach, Putt, Chip etc), but you’ll be able to set the rotation manually to alter the trajectory. Not sure yet how I’ll add it to the shot visualization (the line that shows you the trajectory of the ball), but I’m sure I’ll figure it out!

Shots will also have a section explaining more or less the usage of each shot, and a distance counter to better let you know how far you are shooting.

That’s it for today folks!

 

Dev Update #34: UI Overhaul Begins

Dev Update #34: UI Overhaul Begins

Hello folks!

Hope you all had a great weekend!

I’ve been busy reworking the UI for Boss Golf in preparation for the next stage. Spent some of this weekend playing my favourite Tycoon games so I could have a good idea about what works and what doesn’t.

I wanna make it look cleaner, and also make it easy to access the things you wanna access. The previous division between “Play” and “Build” was great for prototyping purposes, but would feel a bit broken up in regular gameplay.

So I’m doing away with that, and adding all the main gameplay menu buttons on the top, with an info bar at the bottom giving you the remaining information, and a place for popups to appear as necessary.

Everything will be accessible from the menu on the top, which may spawn other navigation menus or even full on menus with buttons on them, as in the case below:

ui_improvements

When you click on Tiles, now you’ll have a handy panel showing you the available tiles, talking a bit about what they do, their cost, their effect etc. More organized information = great success!

I’ll do the same for the decoration panel, for the terrain editing tool etc.

Later I’ll add more floating panels for things you can click on the course, as well as for the impending NPCs.

Then it’ll be time to add some of the management gameplay, as well as a time progression so you feel like you’re going somewhere.

That’s all for today folks!

May your clubs never slice!