Update 0.65 is out!

Update 0.65 is out!

Hello folks!

Took some time, but it is here, the update 0.65 for Boss Golf closed alpha!

newholetester.png

Changelist for this version includes:

  • Fixed issue where golfers couldn’t acquire an open hole if the number of open holes was less than the number of available holes.
  • Added a radar display for overview of the golfer abilities.
  • Separated golfers into rankings: Casual, Recreational, Serious, Competitive, Professional, and Legend. Rankings determine the starting ability of the golfers. After a lot of play, once their attributes increase, they may achieve a higher rank. This system will tie in with the “perks” system that I described some time ago.
  • Added proper calculations for draw, fade, hook, push, pull, and pure. Now when golfers hit the ball, based on their attributes, there’s a chance for either of these forces to be added to the golfer. Includes your own golfer! (Right now no way to increase it, so bear with it)
  • Added golfer dominant hand, now you’ll see golfers taking a stance according to their main hand.
  • Increased variety of golfer thoughts and improved the display of the thoughts in the character panel. Added more thoughts for analyzing the results of a hole playthrough.
  • Improved calculations for stroke generation to give golfers better/more realistic options. There’s still some issues with some edge cases, since we can’t set OB areas yet. Once that’s in, it should be more accurate.
  • Added a display for the state of the hole (open or closed).
  • Added a panel showcasing the statistics of the hole (average score, number of plays etc).
  • Added a panel showing a history of plays on that hole with the ability to see the shots. Simply click the play you’d like to see, and it will be shown. Golfers also keep a memory of their playthrough at any given hole.
  • Added shot evaluation buttons based on golfer ranking. In the Edit panel of the Hole panel, you can click on the button for each golfer ranking, and see more or less the average path they will take. Works with multiple tees as well.
  • Closing a hole will now make the AI abandon the current hole, if they are queuing for it or playing it. May lead to bad thoughts 😉 (The player will never be booted)
  • Fixed issue with golfers roaming outside the resort grounds.
  • Tweaked the graphics of the terrain by adding some better boundary effects. Still heavily work in progress.
  • Increased the size of the character collider to make it easier to click them.
  • Added snapping option for decorations. On the decoration selection, you’ll see a little magnet button that you can toggle to snap the decoration. It’ll snap on a 1 meter grid.
  • Tweaked speeds for detecting when the ball successfully enters the hole.

Phew! That’s it for 0.65. Now onwards to 0.66. And also might have some bigger news to share soon!

Enjoy!

Update 0.64 for closed alpha is out!

Update 0.64 for closed alpha is out!

Hello folks!

After a long wait, update 0.64 is out for Boss Golf!

For this update, you now have some brand new tools for making water in your golf resort!

supernewwater

In the water panel, you are able to either add bodies of water, or rivers. (Waterfalls will come later).

Bodies of Water

This is just a fancy way of saying lakes, ponds, whathave you. Simply dig up an area with the height tools, select the water tool, and then click on any point you wish to create your pond. It will automatically detect the area to be filled, and preview what the pond will look like.

After it’s done, you can adjust the height to suit what you need, or just straight up delete it!

Rivers

Rivers work similar to the path tool. You simply click and drag, and a river will be created. Currently, you are also able to choose the width of the stream you are making!

To delete it, simply select the bulldozer, and erase the river whole.

As this water tool is still a work in progress, the AI isn’t reacting perfectly to it yet. It’ll try to walk over it, and may get stuck if the trench is too deep. You can always use the pick up tool to grab a problematic AI, and move them out of the way. For 0.65, AI will receive a nice overhaul to make ti more reactive!

Some other minor fixes included in this build:

  • AI now limited to 8 strokes in a hole. If it goes over it, it’ll move on to the next thing.
  • Removed the Edit hole button from the hole panel
  • Balls falling into water will be treated as out of bounds; stroke penalty and placed at the appropriate location

That’s it for now, folks!

As mentioned, 0.65 will be about AI and improving their systems. Afterwards, it’ll be 0.7 with the tools for creating new buildings for the resort! So stay tuned for more, and don’t forget to wishlist Boss Golf!

0.63 Update is out!

0.63 Update is out!

Hello folks!

As promised, update 0.63 for Boss Golf closed alpha is out!

heightooler

Focus of this update was updating the terrain tools! For the list of changes:

  • Merged hole builder into the hole panel for better accessibility
  • Terrain height tool has been expanded into a proper panel
  • Added a tool for flattening the terrain
  • Reworked the height tool functionality for performance improvements
  • Fixed snapping of the trees when adjusting the terrain height

Unless something majorly breaks, I’m gonna begin focusing on the features for 0.7!

For this release, I wanna release:

  • Building Editor
  • Water Tools
  • AI Improvements

This 0.63 won’t break your current save game, so go ahead and update it! Stay tuned for more!

0.62 update is out!

0.62 update is out!

Another day, another quick update!

062update

Changelist is as follows:

  • AI now only plays a round if all holes are open
  • AI will now no longer ignore closed state for holes after it begins playing
  • Fixed guest panel not being scrollable
  • Added name display to golfers when the guest panel is open
  • Added button to remove decorations
  • Added button to remove path

Next up, I’m gonna rework the terrain height panel to give you a better idea of how it works, add an option to close the resort while you’re doing testing, and consolidating the Hole Edit and the Course Holes panel into one!

This update doesn’t make changes to the save game, so you won’t lost anything you’ve built so far!

Enjoy!

0.61 update is out!

0.61 update is out!

Hello golfers!

That was a quick turnaround! Got some great feedback and bug reports on the Steam discussion page for Boss Golf, and I went ahead and fixed it!

So here’s the full breakdown of 0.61:

  • AI no longer gets lost when trying to find a ball in the Wall
  • AI will now favor walking through paths, and move faster when on them
  • Fixed distance on Driver and Wood 2 being the same
  • Fixed issue with the terrain tool being turned on when using other tools
  • Removed unused popup for tile order
  • Game will now launch automatically after loading
  • Decreased panning area on the top bar
  • Readded speed controls (may have adverse effects on gameplay)
  • Added pause button by space bar
  • Increased size of demo resort
  • Fixed issue of not being able to place decorations on top of unbuilt land tiles

So there you go! You can download it in the same usual place, at the same usual time!

Enjoy!

Alpha 0.6 is now available!

Alpha 0.6 is now available!

Hello folks!

Without further ado, Boss Golf has been updated to 0.6! Hurray! For a much better experience, go and download it and play it!

Here’s the break down of things new for 0.6:

  • Complete UI overhaul
  • Ability to rename your hole
  • Ability to pick up and drop AI characters
  • AI Golfers will now apply to become members if they enjoy their time at the course
  • You have full power to accept or reject said application
  • Move the AI generation to another script with a better spawning system. Game now spawns 200 AI golfers at the start, and they visit your resort routinely.
  • You can now hire and fire more landscapers
  • Completely new Financial panel, including tons of charts to show you the financial aspects of your resort
  • Ability to set prices for yr resort
  • A marker for the hole will now be enabled while you are playing golf, so that you don’t get lost
  • Improved AI shot creation
  • Made the height stick to the terrain collider, no more ghost hills
  • Increased game speed
  • No longer need to approve any landscaping changes
  • New display for price while landscaping the terrain
  • Several base systems for future expansions

That’s most of the new stuff for 0.6. Over the next couple of days, I’ll go on fixing whatever you guys find broken, and add a couple more small things, and begin tackling bigger things. For 0.7, I want to have the water system back in, as well as a building system, and more depth to the AI golfers and their social relations.

So, go! Enjoy 0.6! Tell me what’s broken!

Oh and if you haven’t already, add Boss Golf to your wishlist on steam!

Wishlist Boss Golf!

You’re Hired!

You’re Hired!

Howdy folks!

Today I’m gonna talk about a major addition for 0.6: Hiring and Firing employees!

Until now, in Boss Golf, you pretty much had your starting landscapers and that was that. From now, however, you’ll have more control over the people who work in your resort!

You’ll be able to hire new employees, fire old ones, and manage the finances of your resort up close! Check out the UI for it!

you_are_hired

Not only that, I’ve also implemented the experience system for employees! They will now come with a specific rank, and this rank will be improved as they do their jobs efficiently.

Of course, higher ranks not only means better job performance: it also means a desire for a larger salary! When an employee is promoted, his salary ambitions will raise to match the new rank. So you better keep an eye out, and increase the salary of the employee, or risk angering him which could disrupt your operations!

Down the line, I’m going to implement a perk systems in the form of “training”. Whenever a worker gains a promotion, he’ll receive a training point. This point can then be spent (together with money) to train the employee, by selecting a perk you wish for him to earn. Things ranging from faster movement, discounts on actions, better morale etc. The employee then will be sent to a training camp, for a specific amount of time (the duration of it means he won’t be able to work at the resort).

He’ll then come back with the perk, and a desire for more money! So pay attention to when you decide to train them!

Not only that, the pool of available employees for hiring is generated at the start of the game. Every month the recruitable pool is updated, and a fraction of the total pool becomes available for hiring!

This pool will be saved throughout your character’s career, meaning that the workers available in the game will improve in skill as you play the game. Any employee you fire will also return to that pool, and will be available for hiring again later down the line.

In this way, the gameworld will continue evolving and improving together with your character. The better you are at managing your employees, the higher the challenge will be at higher levels, since they’ll all be leveling up with you, gaining more skills, increasing their costs and whatnot.

There’ll also be employees who will decide to retire for whatever reason. Age, injury, boredom, whatever it may be. Whenever an employee retires, a new one will be created and added to the pool, ensuring that there’s always a constant “supply” of workers for your resorts.

So get ready for more depth in the management department! 0.6 should be out next week! Perhaps even this weekend if I can get in the flow!

-Gus