Don’t tear down this wall!

Don’t tear down this wall!

Or do, it’s your golf course!

Anyway!

Hello folks!

Today’s update is a simple but functional one: We now have walls surrounding your golf course, which will let you know more clearly the limits of your course. The wall is generated automatically when the game starts, and it is updated automatically if you edit the terrain around it.

tear_it_down

However, because the AI pathfinding is still not completely implemented, the AI will simply walk through it. Like a Boss. Golf. That will be remedied over the weekend, as I integrate a simple pathfinding system to stop the AI from trying to go to places where it shouldn’t try to go, such as the water, through a tree etc. I’ll also create the path object that you can place on the tiles to allow your AI to make smarter decisions when navigating the course.

That’s all for today, folks!

 

Linux Demo Added!

Linux Demo Added!

Hello folks!

I’m happy to announce that the Boss Golf demo is now also available for Linux!

There’s version for both x86 and x86_64.

Download information, as always, available on our Demo page.

Any issues you find, don’t be afraid to contact us either using the contact form, or by visiting our subreddit.

Now, back to work!

Dev Update #38: Day-Night Cycle Implemented

Dev Update #38: Day-Night Cycle Implemented

Hello folks!

For a quick detour in plans, on suggestion of a player, I’ve implemented a basic Day-Night time cycle into the game following this very handy guide. This way, as you build up your course, things will feel a lot less static than before.

This system will also be used for determining everything else in the game regarding time; progression, money, AI actions etc. For now, there’s 3 speed settings, with the slowest one taking about 10 minutes for a full day, and the fastest one taking about 2 minutes.

Next level for it will be limiting the times the course will be operational; as there’s no 24-hour golf course. Yet. This will also affect your budget and upkeep and whatnot. So next major update will be management!

For now, here’s a nice GIF timelapse!

Boss Golf - Timelapse

And here you can see the difference between Morning – Noon – Evening:

There’s lots of room for playing with the light color, the fog etc, to add more life to the transitions. But it’s good enough for now!

Will roll this out into the demo tomorrow! So stay tuned!

That’s all for today, folks!

Dev Update #36: Basic Stroke Maker is In!

Dev Update #36: Basic Stroke Maker is In!

Hello folks!

Finished implementing the basic version of the stroke maker!

It now allows you to curve your shots in sort of the way you want it. To illustrate the process, I created a simple tiled hole so that you can better see the path created by the ball before and after the shot.

Below, you can see a top before/after view of hitting the ball off the tee:

On the left side, it’s the straight predicted trajectory of the ball (currently not taking into account the spin on the display!), and on the right is the result of the stroke. As per the stroke maker, you can see I went full on right-spin on it. You shouldn’t do that unless you really want it the spin. In this case, it deviated only slightly to the left.

Here, the ensuing shot, a chip in from a distance:

Again, full on spinning. It resulted in a nice curve cutting inside towards the center of the field. Just for displaying purposes, of course.

Finally, my attempt at putting with a curve because why not?

All of that was on flat ground, to make sure the curving calibration wasn’t affected by any other effects. Dang close from the hole too, if I had aimed just a tad more to the left, it would have gone in. But oh well, live and learn!

This doesn’t conclude the UI implementation yet; I still need to hook up the end state of the goal/retire option to it, as well as add more info regarding the stroke you’re taking, plus information on the hole and how far along you are. After, I’ll make some more icons for the terrain editing part, ensure everything is navigable, and that you can cancel your actions.

Then I’ll move on to AI, hopefully!

That’s all for now folks!

Quickie: Prototyping the Stroke Maker

Quickie: Prototyping the Stroke Maker

Hey folks!

I’ve been hard at work this weekend on the new UI system and the new “stroke maker” feature.

Here you can see a nice screenshot of how it is all looking like right now:

shot-prototyping

I’ve also added more icons to replace the placeholder text, as you can see in the top menu. Added a couple new trees for decoration too, which you’ll be seeing more of in the screenshots coming up later.

I think I’ll be able to finish prototyping the stroke maker today, and finish integrating the new UI systems by tomorrow. Since it’s a three day weekend here in Japan, might be able to get the demo updated by monday!

That’s all for now, folks!

Dev Update #35: Customizable UI!

Dev Update #35: Customizable UI!

Hello folks!

With the new UI overhaul, many things were moved to floating menus. So today’s update is about the system that allows you to move certain UI panels around in order to customize them!

You can see it in action below:

uiMove

Simply click and drag on the UI element you wish, and it will lock into the new place. I’ll also make it so your settings are saved every time you play.

I’ve also gone ahead and fixed a bug where the water tile would disappear if you added a water tile > put a tree decoration on top -> placed a water tile again. Now it works as expected.

Next, I’m working on the new Shot menu. It’ll give you better options when making your shot, as well as allow you to add some spin to it too. There’ll still be the current separation between shot styles (Drive, Approach, Putt, Chip etc), but you’ll be able to set the rotation manually to alter the trajectory. Not sure yet how I’ll add it to the shot visualization (the line that shows you the trajectory of the ball), but I’m sure I’ll figure it out!

Shots will also have a section explaining more or less the usage of each shot, and a distance counter to better let you know how far you are shooting.

That’s it for today folks!

 

Demo has been updated!

Demo has been updated!

Hello folks!

As detailed in the previous Quickie, I’ve updated the Boss Golf demo to bring it to  version 0.04 of the Terrain and Drive demo!

As below you can download it Here!

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:

Drive_Particle

And this is an awesome chip shot I performed, got painstakingly close to the hole too!

NiceChip

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)

Water Hazard

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!

For now, enjoy the demo! Don’t forget to drop by our subreddit to give us your feedback, and don’t forget to like our Facebook page!

Have a nice weekend!

Quickie: Anatomy of a Hole

Quickie: Anatomy of a Hole

Hello folks!

I’ve finished the work I wanted done for this week. In fact, I’ll be releasing the new demo in a couple of minutes!

Now, the goal of this post is to show you how to play your awesomely create hole.

For that, I created this demo hole: Double Trouble

Here’s an overview of what the hole looks like:

double_trouble

The two little bodies of water in the middle add to the difficulty. The sand trap surrounding it is more for psychological terror, as they’re actually quite flat. Opposite of the fairway, which is angled all over the place, specially aimed to make you fall on the water. So to start off the drive, I aimed my shot in this direction:

stroke_one

My intention was to bypass the slope with speed and make it safely to the end of the fairway. But it actually happened much better! The ball bounced majestically off of the fairway, and ended up really near the green, albeit in a bunker:

stroke_two

From there, though, it was a short chip in to get on the green and be on a good position. This course was a par 4. This shot would put me at 2 strokes, with a potentially straightforward putt to help me to an Birdie. Which is what I did, since my chip in landed around here:

stroke_three

Extremely close. Like, way too close. The kind of close shot I’ve missed before because I forgot to account for slopes and stuff! This time around, I sank it like a champ!

All of this was thanks to a very lucky drive! I was not expecting it to bounce the way it did, but I was very pleased for it!

Well that’s that! Stay tuned for the new demo for Boss Golf!

Quickie: Quality of Life Improvement

Quickie: Quality of Life Improvement

Heyo folks!

Today I spent some time ironing out a bug with the collision detection, where depending on the speed of the ball it would simply go through the terrain.

That looks fixed enough! Of course, should it happen to you after this weekend’s demo, please let me know!

Still smoothing out the new physics set up. And learning how to play my own game! Turns out sometimes you really don’t want to go full force, as seen below:

Failed_Shot

Or even medium force:

failed_shot_2

Finally, was able to do it!

quality2

Next, I wanna add some trail particles for when the ball is moving on terrain, so that you can more accurately detect the path the ball took. Plus some particle effects to make things look a tad more polished!

That’s all for today’s quickie, folks!