Money Money Money!

Money Money Money!

Hello folks!

Today’s update is about money!

I’ve implemented a system for tracking the finances of the resort, based on transactions and their types, and re-added the cost to placing tiles and playing the holes.

Now once the player approves a zone, the amount is charged to the bank account, and the landscaper goes to work. Players are allowed to go in debt (up to a point!), as long as they fulfill their contractual obligations!

Accordingly, players are now able to set the fee for their course. They’ll be able to choose green fees, hole fees, membership fees, and all other manners of income streams. Changing it too often might anger your regulars, though!

And for some polish, added particle effects whenever money is spent/gained:

cashmoneyyo

wheres_ma_money

(If you look closely on the first screenshot, you’ll see some new UI buttons!)

So now money is in, you have basic ways of earning it, plenty of ways to spend it. As I mentioned before, you can go in debt, as long as you keep to your contractual obligations. Therefore, the next step after implementing the money will be to implement goals! These are the conditions for” winning” in a scenario, and for continued work in the regular campaign mode. I plan to make them as varied as possible and easy to work with, so that creating custom scenarios will be a breeze.

This will also bring Boss Golf closer to what I envision to be the end of Alpha: when I’ll have a playable vertical feature complete slice of Boss Golf, which will serve as the demo version of the game. Still a couple of version until then, but progress is coming along well!

Stay tuned for more!

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