Billy Golf is back!

Billy Golf is back!

Hello folks!

Billy Golf is now back in action! The character will now once again move to the ball, prepare himself, and take the shot. I’ve added a handful of new states to the state machine, to delegate the golf gameplay to the golfer. Now you will prepare the shot, and the little dude will move to the ball and execute it. Look at him go!

stepOne

step2

step3

Funnily, the first couple of times he approached the ball too close, and the ball ended up colliding with himself on the way to the hole haha. But that’s been fixed. For now. Can easily be unfixed too, perhaps for some easter eggs, such as an extremely clumsy golfer.

And some of the more eagle eyed among you may have noticed a couple of other characters hanging around the golf course. I’ve added a handful of AI golfers to make things seem more lively, and will be hooking them up to the state machine this week. Hopefully this weekend I’ll get alpha 0.2 done, so that you can play the game with better golf gameplay, and see little AI people milling about your course. Hopefully also can get some walls in to separate your owned land from the rest of the land too.

We’ll see!

Stay tuned for more and thanks for reading!

Player Controller has been implemented!

Player Controller has been implemented!

Hello folks!

Sorry for the lack of updates recently. Been swamped with stuff at my work, and had to fight off a nasty case of food poisoning. But now I’m better!

For today’s update, I’ve finished reimplementing the player controller for the little golfer in Boss Golf, and now it works much, much, much better. Plus it sticks to the surface! It’s the opposite of teflon!

Of course credit where it’s due, I’ve adapted Roystan Ross’ Super Character Controller which is simply awesome. Works like a treat. It was effortless to create the state machine and implement a “point and click” interface. As it is, the character will pretty much walk to where the mouse clicks. In a straight line. Further down the line I’ll make the pathfinding smarter, by utilizing the paths players will build across the course, which will make it avoid other things along the way. A* should suffice, made even easier since the whole game is in a grid.

I also have full control over the speed of the character, which can be changed on the fly. On top of this state machine, I’ll attach the AI controller I’ve been writing to handle the decisions that will affect the movement of the character, and change the state machine accordingly. Things are so much clearer in my mind now!

Now here’s some animations for you!

base_move

it_sticks

even_when_walking

That’s it for today, folks.

Soon this will be integrated into alpha 0.2, and you’ll be able to shoot and play with your character on your course. Stay tuned for more!  (And check out the closed alpha while you’re at it!)