Stroke Balancing

Stroke Balancing

Hello folks!

I’ve finished adjusting the stroke mechanic to take advantage of the new club system. Had to do a bit of trial and error to get the proper values for the different clubs, based on their face head, their type, their maximum distance.

But now it all works! So each club should now feel different from the other club, and the AI will try and use the best one for each situation. (As it deems fit, of course!)

Began prototyping the new golf controls for the player too, should be done sometime this week. Then I’ll release 0.5 for your enjoyment!

In parallel, also began sketching out the necessary improvements for 0.6, which will come with an overhauling again of how you landscape the scenery, making a better distinction between holes and regular landscape, etc. You’ll receive better planning tools for plotting out a hole all at once and having the AI execute it, as opposed to the current system of sketching out zones and whatnot.

Together with that, a revamp of the terrain system, separating regular landscaping from water tools. As well as allowing for different kinds of grass, sand etc. Will need to separate the mesh by type, so that I can have better control over the mapping and overall behavior and whatnot.

That’s all for now, folks!

Striking has been fixed for good!

Striking has been fixed for good!

Heyo folks! Long time no see!

Today’s update on Boss Golf is a short one.

After wrestling with the physics engine I was finally able to solve the striking for good on Boss Golf.

Before, there were issues where if you stroke uphill, the striking maker would crash by trying to do some funky impossible math. Then I got it working better, but the display wasn’t working as expected, and there were still some edge cases that made things all kinds of wrong.

But now, finally, it is done. The striking is working perfectly; you can strike from any angle, from any distance, and it will always solve it according to plan.


Now that that’s done, I can reintegrate it into the game, and allow you to play the with your holes again!

There’s still some smoothing to be done when it comes to friction and whatnot, however, but that is easier to smooth out than the calculations for the striking proper.

So there you go! I’ll update the alpha this week with the striking. If you haven’t signed up for it, go do it now!

That’s all for now, folks!