Terrain Tools Update!

Terrain Tools Update!

Hello folks!

I’ve finished coding the improved terrain system and the actions. Now all that’s left is connecting it to the UI!

But first, I’ll give you a preview of what’s coming. First, you have the good old drag to place the decoration:

decor_tool

Select the tree type, drag the tiles and the trees will be placed. Each tile can support up to 4 decoration pieces. Adding anything after that will result in the decorations simply being shuffled around.

If you want to fix it up, I’ve added a trimming tool that currently removes the last placed decoration object from the tile:

prune_the_stuff

Later, I’ll make it so it actually aims at the decoration object you’re aiming at and removes that.

Then, for elevating the terrain, I’ve reworked the previous options to use the vertex directly. For altering the elevation directly, you can either click and drag (for fine-tuning), or simply click and hold (for painting). For each of them, you can choose between 1 vertexes, 4 vertexes (a tile), or 16 vertexes (the tile and the neighbours) as below:

drag_one

drag_two

drag_three

And for painting:

paint_one

paint_two

paint_three

And finally flattening:

flattener

As you may have noticed, the decorations nicely go up and down as the elevation is changed. This is part of the update to the decoration system, which makes it work much better than before.

So that’s what I’ve been working on this week! I’ll finish hooking it all up to the UI tomorrow, and perhaps release an updated version of the demo so you can try it out. And then go back to the AI implementation!

(Ah! Forgot to add: I’ll be turning off the water tile for now as it’ll need a deeper reworking. I’ll just replace it with a regular blue tile so that you can still plan on how the water would feel.)

Dev Update #39: Golfer is in the house!

Dev Update #39: Golfer is in the house!

Hello folks!

Today’s update is about making the course less lonely!

payne_legacy

I’ve added a prototype character to start implementing character controls and AI.

This will affect the shooting in the following way:

-You will decide the shot as you do now, from where the ball currently is and the desired destination.

-Unlike before, now your shot won’t be done instantly: the player character will first have to move to position, and then swing the club as per your “instruction”.

-Once the ball comes to a stop, you’ll be able to decide the shot again, while your character makes his way to the ball. Then once he reaches it, if you’ve decided the shot, he will strike it; if not, he’ll wait for you to do so.

This indirect manipulation of the shots will be vital in implementing the AI. In fact, with your player character, you’ll also be able to let the AI control him if you’d like, so that he can play some rounds of golf and improve while you’re busy off making a new hole. The AI will make use of the systems I’m implementing to create the shots and try to get a good score.

I’ll also test out an attribute system so that your shots have a bit of imperfection based on your character’s strengths and weaknesses. This will refine the golf gameplay further, increasing the challenge and the planning.

You can see a mock up of how the golf gameplay will play out here:

payne_shot

That’s all for today folks!

(Bonus points if you can guess the golfer I’ve based the character on!)