It’s finally here! Alpha has now been updated to 0.3, allowing you to do the following:
Have a wall surrounding your resort to keep out “undesirables”
A Clubhouse has been placed, from where AI golfers will now spawn
AI golfers will either roam around or attempt to play any hole that is open
They will accordingly queue by the Tee waiting patiently by their turn
And so will you! You can also play as the AI is playing the course, taking your turn on the queue!
A handful of other under the hood improvements
Saving and loading! No more starting from scratch every time you load the game!
That’s it for this version. Now you’ll have a more workable experience and you can see how the AI tackles your golf course. I may release a tweak later on to modify the AI a bit, like a 0.31 or 0.3.1 or 0.3a, not sure yet. But this should give you some ideas about how the AI will react.
A word of warning: If you do attempt to edit the course as the AI is playing, you may make their ball disappear! If that happens, just relaunch the game. Will work on a fix for this later.
Ditto for if the AI falls through the ground. Haven’t improved the dynamic collider yet, so depending on your machine performance, hijinx might ensue.
Now on to 0.4! The details of which I’ll be sharing later this upcoming week! But for a sneak peak, think Time Management!
That’s all for now folks, please enjoy.
If you haven’t signed up for the Alpha, you can do so here!
I’ve updated the Boss Golf closed alpha to version 0.2.
This version features golf gameplay, including the player character, basic idling AI that roams around your course, and a number of other small fixes.
Those of you who signed up for the closed alpha should get an email soon with more download information. Otherwise, just hit up itch.io and the build should be there.
Those of you who haven’t signed up for a club membership, you may apply for the closed alpha here!
We’re not at capacity yet for the closed alpha, but the spots will run out soon! So get that sign up going!
That’s all for today folks. For alpha 0.3, I’m aiming at basic play AI, better ground collision, basic pathfinding/avoidance, as well as paths that you can build to link your holes. As a stretch goal, basic save/load capabilities.
That’s all for now folks! It’s a beautiful weather out today. Get to that green!
I’m pleased to announce the release of our new home page: Boss Golf
This page will now strictly become the development blog for the game. Our home page will now contain more information regarding release dates, testing, rewards etc.
In anticipation for the release of the AI demo, I’ve also decided to improve the pipeline for testing the game. Moving to a closed alpha system so that I can keep better track of how things are, and get better feedback from the fans.
If you are interested in alpha testing Boss Golf, please check out the information on our closed alpha page!
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!
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!
The focus of this demo was on quality of life improvements and bug fixing. The ball deceleration/bouncing now works as expected, trails and shadows were improved, and I added some particles to make the game feel more polished! This is what happens when you drive:
And this is an awesome chip shot I performed, got painstakingly close to the hole too!
And even some water particles! (Only on the water you’ve placed, though! The system needs to be reworked a bit to sync with the water outside the build area)
So there you go! Gameplay is getting nicer and nicer. One of these days I wanna sit down and make a video showing how to build a nice hole. And do it Bob Ross style, with trees and hills and rivers! So there’s something to look forward to!
Next week will be focused on more polishing and weeding out some bugs, as well as improving the UI. Perhaps I’ll even add paths and bridges! We’ll see!