The demo for Boss Golf has been updated!
Download information and more, as always, are here!
New for this version:
- Updated user interface for more fluid gameplay
- Added option for adding rotation to your shots
- Physics and other tweaks
- Sound and particle effects
So there you go!
This may or may not be the last demo version of the game before entering alpha, as I plan to spend the rest of this and the next month into getting the AI and the management elements into the game. Still up for planning, though.
Now for some things I’ve built while using this new version!
That’s all for now, folks. Don’t forget to give us your feedback on our forums!
Today, I was able to prototype the basic control for striking the ball around! Take a look!
You can also check out the still image below, showing the trail left by the golf ball as it moves:
The basic mechanic work, and I already planned ahead by letting the shot function be modifiable according to the type of shot. There’s still lots of improvements to be done, specially regarding the physical properties of the ball and the terrain.
But to connect it to the current terrain system, I’ll need a procedural collider that more accurately matches the terrain the ball will run through. Unity’s default mesh collider will “optimize” the collider mesh down to 255 vertices, which isn’t great. So I’ll create a script that takes the position of the ball, and generates the collider for the tiles that the ball is likely to touch. This way I’ll save on performance by not needing hundreds of colliders on at any time, and can be easily expandable to support more than one character. In theory.
In any case, it’s working, and it feels pretty nice. Will be even better when I get the display working letting you know more accurately how your shot will curve!
I predict we’ll be playing some holes this weekend!
The recent silence isn’t due to a lack of work being done!
Right now, I’m working on refactoring the terrain system to get rid of some old issues that could cause potential trouble in the future. And am making a better model of the mesh, so that the different aspects of it can be modified better, and the separation of concerns can better exist.
This will also make it easier to add more modifications to the water tiles in the near future, as well as better handling for decorations and other potential objects.
It’s better to do it now and lay a good groundwork, while it’s still early, than later on when it is much more annoying to change.
Plus I’ve been pretty happy with the feedback so far, so it was the perfect time to refactor thing.
That doesn’t mean there will be no new demo this weekend!
There will be. But the details are still under wraps! So stay tuned!
Today’s update is more a question rather than a proper update.
I’ve been working on the water implementation to make it less… Crazy noisy. Right now it just takes the shape of the original land tile; you could end up with crazy heights in certain locations of a lake, which looked quite cool but also quite odd.
So I attempted to make the water more level so that there could be waterfalls and stuff.
However, it doesn’t look quite there yet… This is what I came up with:
The water is level in some areas, with a straight fall downwards. Which isn’t bad, but looks odd specially in places like the left side fall. Some of this could be fixed with some particles and effects, like my sketch below:
With some good particle work, I’m sure it could work but… Hmm… It feels too blocky. Since the terrain is less “voxel” and more “low-poly”, the procedural water mesh would need a lot of work to make it work consistently in this.
However, as I write this post, a potential solution came to me. I could simply make the water default to the base water level (or lower, if the terrain goes below base water level), and then add specialized waterworks tool, so that you could add some special decorations to the water; floating plants, waterfalls etc. This would indubitably be much easier to implement than getting a procedural thing that works well.
So I guess I’ll go with that!
Man explaining things really help you come up with solutions! Cheers folks!
I’ve just finished building and packaging the latest demo!
You can find it here!
The focus of this demo is on the new terrain features for drag and painting the terrain/decoration, as well as new flatten terrain functionality, and the water!
Any bugs you find, let me know! Any suggestions you have, let me know!
As always, you can find me easily on Boss Golf’s discord channel, right here!
Hope to hear from you guys soon!
For today’s update, we’ll talk about water!
I have implemented the feature to allow you to build rivers/lakes along your golf course! Woohoo!
Just have a couple of kinks to iron out ahead of tomorrow’s demo, but it will be fine. Here’s something I built with it:
Still have to decide how to work with the water level and whatnot. Should the tile be flattened first? Shoul the water descent to a specific level? Or is it fine to have it all undulating surrealistically? Not sure yet! That’s what tomorrow’s demo will be for!
Stay tuned for more!
As expected, today I was able to finish implementing the new terrain system completely, and connected it to the GUI and everything. So as far as terrain editing/tile placing is concerned, we’re all good to go.
The decoration system is also quite a bit better in placing things, though can still be improved further if there’s a need for more separation between objects:
And I also went ahead, and updated the decoration system to make it match the tile underneath, adjusting as height changes:
It’s not 100% precise, due to the triangulation of the meshes. I’m thinking of looking into better triangle striping in the future, but that’s not a priority for now.
So with the new system in place, performance improved by a lot, and we can now create massive courses. Plus, I was able to re-engineer the architecture of the game to make it more modular and future proof!
Next step, reimplement the course building. Then it’s time for a new demo!
That’s all for today folks! Stay tuned for more!
Today’s update will be a short one, but it is a good one: I’ve finished replacing the existing terrain system with the newer chunkier one!
And took the time to begin redoing other hastily designed systems for more solid ones, improving performance and maintenance as well. By the weekend, I’ll have it back to full functionality with improvements. And a new demo for playing around with the terrain!
For today’s Quirk, it’s an attempt to fix the greed issue on the base shot function. I added one simply look ahead step to ensure that the current maximum has at least one option going forward, so that the function doesn’t settle on a tile with no good moves.
It worked, to an extent. As you can see below:
So while it does avoid certain obstacles, it ends up taking too many strokes to do so. Issue is also with the obstacle detection: if the line of a stroke so much as brush through a tree tile, for example, that stroke is completely discarded in favor of something else. I’ll add now a function to analyze the angle between the potential stroke and the center of the hazard, and allow it to pass through if the angle is large enough.
With that in place, in the example above, it could easily reduce 2 strokes off the base shot, making it more acceptable. (This is a Par 4 hole based on distance).
Here’s hoping that the third time is the charm!
With the improvements on the terrain manipulation, I’ve decided to start a gallery category where I’ll post development images of courses and other cool stuff I’ve built with the game at the current stage.
Starting off with Five Courses!