Weekly Update #7: Too Big To Fail

Weekly Update #7: Too Big To Fail

Hello folks!

Sorry for the couple of weeks without update! Been in heavy development mode, and some other things got in the way. But back on track!

Since the last update, I’ve focused on revamping systems, fixing issues, and integrating the new finances display! (Hence too big too fail, a reference which may be 10 years too late but hey you take what you can!)

Finance

Here’s the reworked version of the financial panel:

Financial panel for Boss Golf
Managing has never been this easy!

Now with a sleeker design, and better overview and division of the different aspects of your resort’s finances. All updated on real time, with graphs wherever they are needed, and easier access to the costs of your employees to give you more information when you need to fire them.

Golfer Panels

Golfer panels have also been updated and received the new UI makeover!

Character Panel
He’s not a very good golfer for a CEO.

The needs feature is also getting a revamp for the next update, adding more data regarding the golfers’ likes and dislikes and feedback for your course.

Everything Else

For the rest of the stuff, it’s difficult to show photos since it’s a lot of internal working. So I’ll list the new stuff in here!

  • Building types have been added. Now you can customize the functionality of the buildings based on their types. (Things like the star-rating of your hotels, room fees, quality and type of the menu at your restaurants etc)
  • Roofs are in for your buildings! Three types for now, with a more simplified display. But adds tons of flavor to the buildings!
  • Added more pieces to use on your buildings. They affect the maintenance costs.
  • Fixed issue with Builders trying to build a building while you are still planning them.
  • Fixed decorations not being placeable.
  • Adjusted the physics for the golf gameplay. The ball should act more “realistically” to different terrain types (hurrai physics materials!) and the forces acted upon it for shooting it have been tweaked. Now the loft of each club is used properly.
  • Fixed AI calculations for putting shots. Now they’re taking into account the height difference between the ball and the pin.
  • Buildings will now properly block the navmesh after being built.
  • Character panels now properly reflect the current state of the AI (Idling, moving to lay tiles, waiting etc).
  • Updated text on the game to use TextMeshPro, for much, much, much better readability and resolution. It’s night and day compared to before!
  • Decoration pieces now modify the navmesh properly! AI sometimes got stuck when navigating them, but now they resolve it correctly.
  • Fixed pathfinding to only try and reach the target position if it’s reachable; otherwise just go as far as the path allows. In instances when the target position is necessary (to strike the ball, for example), it will still reach it.
  • Fixed the Landscapers not wanting to do any work when loading a saved game.
  • And more minor things!

Phew! That’s an extensive list! And here’s another image showing off the roofs and more decoration for buildings:

Buildings in Boss Golf
Gabled, Flat, Angled… You can take your pick!

We’re getting closer to a feature complete version of the Early Access build. Working on updating the panels for the decorations and the water, probably unifying them into one unique panel. Same will follow the paths later!

Stay tuned for next week!

-Gus

Financial Analysis

Financial Analysis

Hello folks!

I’ve decided to briefly explain to you guys the usage of the new financial panel before the release of 0.6 for Boss Golf!

The graphical setup is mostly done, now adding the “wires” in the back so that the correct data is being displayed. But basically, breaking down the detailed panels, we have the Income:

incomeGraph

In here, you can at a glance see how much money you’ve received this month, last month, this year, and last year, complete with a graph that breaks it further down based on type. And at the bottom, a nice little table breaking it down by type further. With this, you can see how well your resort is doing in terms of its revenue streams, areas you can potential focus on and whatnot.

Then, we have this panel’s sister panel, the Expenditure:

expenditureGraph

This panel show exactly the same information type as the Income panel, but it does so for the expenditures of your resort. Here you can glance where most your money is going to, be it in salaries, in construction, landscaping and whatnot. Will be handy in deciding which areas need some cutting back, which areas could use some expansions etc.

Next up, we have the Salary:

salaryGraph

Right off the bat at the top, you see one of the new features for 0.6: Salary Budget! Every resort will be headed by a board of directors who will set things such as budgets. You can only hire people as long as there’s some budget left to be spent. Depending on how well the resort is doing, you can always try and get the budget adjusted for some sweet extra cash!

Salary control will be important. You are free to spend up to your budget, but if you can keep under it, the board will be a lot happier with you.

Right below it you have a graph showing the changes to the salary over the months/years. Followed by a pie chart showing the salary expenses by type of employee, together with a table to make this visualization even clearer.

And lastly, a nice little reminder of who is your current highest earner!

Finally, we reach the Prices:

pricesGraph

Here we also have some new features! To start off, you are allowed to choose the prices for the golf play. Golfers will have the options to pay Per Hole fees, or Per Round fees. (You can also choose to enable/disable either of them as you wish). The AI will choose one or the other depending on how much time the AI has for golfing on that “trip”, as well as how good of a deal either one is.

Then you’ll have a graph showing the revenue based on the two types, as well as a nice pie chart giving it more oomph.

And lastly the Membership section, where you can see how many members your resort currently possesses, as well as set the costs for membership. Later you’ll be able to set the membership perks too!

This follows a graph showing the revenue from memberships on a monthly basis, as well as the membership history so that you can see the number of members grow overtime on your resort!

Oh and one more thing!

pickupChar

If you see on the character panel, you’ll notice a new icon: The famous claw! Now you’ll also be able to pick up golfers/employees and drop them wherever you wish around your course! Fun times!

That’s all for now, folks! If you haven’t already, be sure to wishlist Boss Golf on Steam!

Of Graphs and Charts!

Of Graphs and Charts!

Hello folks!

Work has been progressing awesomely for Boss Golf 0.6! I’ve finished implementing the firing feature, as well as saving the people you hire. Optimized the system again so that it only instantiates the workers when necessary, and keeps a list of StaffData objects that contains the descriptors for each worker. So now the game starts with 100 Landscapers in the pool, and a handful of them being available for hiring every month!

I could release the current state of the game as is, but… I’ve taken a step forward, and began overhauling the Financial features too!

Starting in 0.6, this is what your financial panel will look like:

ofChartsAndGraphs

Look at all those graphs and charts!

At a glance, from the summary, you’ll be able to see right away the overall picture of the financial health of your resort. You have the Overall Balance at the top, followed by the Profit/Loss on a monthly basis, then snapshots of your biggest sources of Income and of Expenditure, as well as your Approval Rate (a new feature that will be fully implemented later! Together with special requests to the owners of the resort you are managing!).

Then you also have sections for Income and Expenses and Salary, which will give you more detailed information about these aspects of your golf resort, breaking down the financials to more fine grained chunks.

And lastly a Prices panel, where you’ll be able to set the various prices of things on your resort, as well as information on purchase rates and whatnot.

This is still not the final version of the Financial System for Boss Golf, but it is a massive leap forward compared to what we have now!

Once I finish this implementation, 0.6 will be ready for testing!

Stay tuned!