Hello folks!
This past’s week task was focused on expanding the gameplay systems in Boss Golf; mostly revolving around giving the players more things to do and to manage.
First things first: Decay!
Now the landscapers won’t be tasked solely with laying down decoration and tiles: they’re also responsible for maintaining them! The tiles you lay will decay after a set period of time, with special events making them decay faster. The landscapers will try and attend to it to ensure your resort is running in tip top shape. If it decays to 0, it’ll revert to plain grass.
Together with that, you can now set the priorities for each type of task for the landscapers! Want a guy solely focused on maintenance? You can do that. Want a guy that prefers doing the landscaping than decoration? You can do that too!
Next up, hole building overhaul!
Until now, the hole building in Boss Golf was very loosely constrained; you just placed things around and saw how they worked. It was nice in the sense that you had a lot of freedom, but not so nice in the sense that it was hard to get information about how you should be building the hole, the outcomes of it etc.
Not anymore, with the new hole building!
Now the new panel is pretty much all in one; you place the hole, tee, lay down the tiles, place decoration, all in one go. Then, when you’re happy with what the hole should be, you just accept it and the landscapers will get to work!
New also is the ability to set the “play space” for your hole. This is the area where you can landscape and place decoration and the hole components. This also tells you the estimated play path in the hole (as seen in the yellow line in the picture), which is completely dynamically changing as you shape your hole. It’s only a guideline, though, as golfers will still try and decide for themselves the best way to play it!
But it does act as a marker for out of bounds. Any ball that lands in the fenced-in area is fair game. If it lands outside, oops! Penalty!
After building the hole, you can summon a special NPC to give it an expected rating of play. (you’ll also get this rating adjusted as golfers play through it)
Later on there’ll be a better shot analyzer to give you information about potential shots on different spots in the hole.
This style of building will be expanded to the water hazards and other hazard types too, giving you more control about shaping them, and reading the statistics on them.
On the other side of things, I’ve also begun prototyping the system for building buildings in the game. It’ll be a pretty cool click and drag system with options for customizations, allowing you to build the building the way you want it built.
That’s all for now, folks! Stay tuned for the next weekly update!