Thanks to those of you who tested the terrain demo and gave us your feedback! It was very useful!
-The function of the flatten tool isn’t well communicated. It is currently flattening the tile by the vertex closest to the pointer. Need to think of a way to communicate it better.
-Bigger brushes for decorations, so that you can place trees in a bigger area. This is on the list for tomorrow.
-Ability to paint terrain/decorations so that you can just drag and move the mouse around covering an area. This is something I’m still considering, as I’m expecting the gameplay to change once I make tiles cost money.
Which is what I just did. Today’s update is focused on the All Ighty Ollar. I mean, the almighty dollar! From now on, the tiles will cost a specific amount of money (whose value will change a lot as the game gets further in development), making you consider more the kind of course you wanna build. No way to get the money back yet, as that will require actual little golfers paying to play your course! But that will come next month.
I also added a simple bulldozer tool, which basically reverts the tile back to grass, removing any decorations it may have had. Also works with holes.
Only decoration and tiles cost money; removing tiles and moving the terrain doesn’t cost anything.
Here’s a sample course I made:
As you can see up there, I ended up with $4,200 remaining after plotting that hole. Since I started at $21,000, this particular hole cost a whooping $16,900! Is that a lot? I don’t know! Price balancing will feature more on the demos from now on, and I’m happy to receive your feedback!
Thanks for reading!
In the process of today’s update, I came upon an interesting quirk when using grids.
I have finished implementing the hole creation in the new terrain, works like a treat. Now I’m in the process of processing the tiles in between the hole and the tee, so it can make calculations regarding base shot, par, actually distance etc.
Using A* to find the shortest path between the hole and the tee, leads to some interesting visuals:
Above, the path traced by A* is marked with black spheres. The drawn red line shows the actual shortest path (a straight line) between the two points. When in a grid, the path marked by A* does signify the shortest path between two certain points in the grid. It can be set to ignore diagonal traversals, or to allow them (as is the case of Boss Golf).
Visually, though, it looks so quirky. To us, it’s clear to see that the shortest path is the line between the start and the finish. To the game, though, the shortest path ends up creating these doglegs all over the course.
That’s all! Almost done with the processing of the base shot, coupled with a lot of refactoring and reinforcement. Once it’s done, it’s demo time!
Finally fixed the base shot generation. Since it’s simply a guideline, it doesn’t really care about the sloping of the course: all it cares about is that there’s no direct obstacle in front of the shot! Technically, this is already an upgrade if compared to SimGolf since in SimGolf there were many instances where it would attempt to mark the course by going through trees or rocks!
Below you can see the course path being automatically edited to account for removal of valid tiles:
That pretty much covers the basic shot generation. Great success!
I’ve already implemented utility functions for calculating the usefulness of aiming at a certain tile. With this update to the basic shot generation, I can move forward on finalizing the spawning of certain objects when painting the terrain (ie: trees) and create a basic demo for testing the terrain building. If you’re interested in trying it out, give me a shout!
Stay tuned for the next update!
Terrain controls are finalized! Created the displays for showing the vertice height to give you a better idea of the differences in your landscape. For this stage of the game, you can:
-Flatten the tile (to the value of the vertice nearest to the mouse pointer):
-Edit the tile (by clicking and dragging the tile up and down with the mouse. It influences nearby tiles as well):
-Edit the vertice (by clicking and dragging the vertice up and down with the mouse. It influences nearby tiles as well):
And as a bonus; since I added some thickness to the tiles, the current base shot generation function works mostly fine. But still need reworking. So that’s the next focus: Improve the base shot generation system. Also need to make it take terrain features into account.
With that out of the way, should be able to get a demo up for testing the terrain and course building, and implement the feedback. Once I’m happy enough with it, it’ll be time to add some golfers to the course!
Stay tuned for more!
I’ve just finished tweaking the mesh generation to make the terrain solid. Instead of being a simple flat mesh, each tile is a cube of sorts, portraying the underground level of the course. Looks much nicer!
I’ve also tweaked the terrain controls so that the stepping is smoother, in this way you won’t accidentally create a massive hill when editing your course. (Unless you really want to!)
Now it’s time to finish up the terrain controls! Stay tuned!
Woo! Great progress this weekend.
Finished with the basic implementation of the terrain raising/lowering controllers.
You can now edit the level at the vertex and the tile level. (which raises all surrounding vertices). Simply select the desired tool (per vertex/per tile), click and drag the desired tile; up increases height, down decreases height. Simple as can be:
Though that’s less a valid course as it is a trip through hell.
Now I gotta work on the stepping levels so that the course building is less insane. Though you’ll still be able to reach insane levels if you so desire. I also want to implement a controller for edges, and one for raising up the selected tile only, similar to what you can find in the Rollercoaster Tycoon of yore.
Next perhaps a flattening tool, and even the possibility of affecting multiple vertices/tiles at once. All should be straightforward to implement with the current system. But will be in the wishlist for now.
Til next time!
Finished implementing a basic 4-bit auto tiling system using bitmasking. Works like a treat!
(You can find some helpful resource on using bitmasks for auto tiling here and here.)
It has been implemented so far for the fairway, for the bunker, and for the green. Going to draw up the tiles for the trees next, and integrate the hole with the green. Next is height controllers!