Golf Club Selection

Golf Club Selection

Hello folks!

I’ve finished implementing the new golf club selection panel for Boss Golf!

Take a gander!

club_selector_update

The selection of clubs is based on the golf clubs in the golfer’s bag. As it is now, you’ll start off with a wood driver, irons 2 through 9, a pitching wedge, a lobbing wedge, a sand wedge, and a putter. Later on you’ll be able to select your own clubs and whatnot. I’ve removed the curving feature for now, as it wasn’t adding much to the game. But it will be brought back later on.

I’ve also added another panel for keeping track of your progress along the current hole you’re playing, telling you the remaining distance, what the par is, how many strokes you took so far etc.

All that’s left before 0.5 is adding the better idling behavior for the AI, and fixing up a couple of issues that were brought up by our testers, so that 0.5 will be a nice overall improvement. Should be released this Sunday (March 11th).

That’s all for now, folks!

Assuming Control of Decorations

Assuming Control of Decorations

Hello folks!

Today’s update is one of the last big ones for 0.4! And it’s about Decorations in Boss Golf!

As you remember form the beginning of this update cycle, I mentioned how I wanted to take a turn to slow things down in the game. As part of that, I created a new system for placing the tiles, whereas the little landscaping guy would go and place the tiles after you finished setting up and approving your order. (If you need a refresh, you can read about it here!

Of course, this wasn’t going to be limited just to the tiles! Same will apply to buildings, facilities and, of course, decorations! In 0.3, you are able to place trees like you would any tile. Continue clicking and more trees will appear, and their position is randomized. You could also drag over a large area and place a bazillion trees at once.

This capability will be maintained in the scenario editor, where you will want broader strokes when building a scenario.

For the regular game, though, slowing things down is necessary. As such, I’ve altered the decoration system to bring you more freedom of placement, and work it into the current landscaping system.

For most decoration pieces, you the manager will place down the markers for where you want that decoration to be. Then the little landscaper that could will come and plop them down for you! As below:

placing_trees

So now you can place your decoration anywhere. Well, mostly. But feedback can always change one’s mind! But this will give you enough flexibility to really beautify your course. And you’ll be able to see your course grow over time and whatnot. Later on also planning on adding the possibility of moving a piece of decoration you placed, so that you don’t need to pay the extreme fees for new trees and whatnot. Saving is caring!

Together with this, I revamped the order system to make it more modular, so that I can more easily expand to accommodate different types of orders and whatnot, and revamped the decoration system to also make it more modular, with an eye for modding potential in the future.

All in all, a solid update. Now I need to readjust the save files to take into account the new changes, and 0.4 should be delivered to you guys soon!

(And if you haven’t signed up for the closed alpha, do so here! You kind folks who support the game at this stage will have some goodies and bonuses for believing in Boss Golf!)

That’s all for today, folks! Stay tuned for 0.4!

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!

Striking is integrated!

Striking is integrated!

Hello folks!

I’ve finished the reintegration of the new striking physics back into the game! Now you are again able to build up your hole and play it to your hearts desire.

madness

madness2

madness3

Next up is changing the physical attributes of the ball depending on the surface it is rolling on, and adding the rotational forces back in from the curve maker. This weekend I will update the alpha build to contain the shooting mechanics back.

Then it’s back to AI!

Oh and later on I’ll elaborate on the plan for the alpha, and a bit more on the scope of the game.

Stay tuned!

Golf Gameplay: Character Automatic Movement

Golf Gameplay: Character Automatic Movement

Hello folks!

For today’s golf gameplay-related dev update, I’ve added automatic movement to the character, for reaching the ball and sort of positioning himself to take the shot!

It was easier than expected, thanks to some foresight of past Gus when coding the game. I simply moved the function to shoot the ball away from instantaneous execution after releasing the mouse button over the desired location, and put it in another action executed by the golfer character once it has reached the calculated point of shooting.

This calculation is a bit dirty now, as it only tries to get position slightly away from the ball and perpendicular to the direction from the ball to the desired target. For the current prototyping purposes it works.

The golfer also slightly delay the shot when he arrives in position, in order to “think” about how to hit the ball. I’ll add some animations and fluff to this step later.

You can see the execution of a hole with the new system below:

Golfer walks to the tee and drives the ball.
Golfer teeing off!

 

Chip shot on the edge of the bunker
Chipping it in closer to the green!

 

Little golfer chips it home for a par.
Sweet chip in, Payne!

And that’s it for today’s update on golf gameplay! Still need to automate the moving to the ball more, so that the doesn’t wait for your to finish deciding on the stroke before taking position. And the shot visualizer thing is still broken, giving out NaN results depending on the slope. I’ll make a better fix for that later!

That’s all, folks! Keep on teeing! And may your strokes never slice!

(Also, starting from today, I’ll drop the numbered update from the format and put in a more relevant title off the bat. This will give you, readers, a quicker idea of what the feature is relevant to straight off the title. Categories like Golf Gameplay, Tycoon Gameplay, Management Gameplay etc will make it easier for navigation!)

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!

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!