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!