Money Money Money!

Money Money Money!

Hello folks!

Today’s update is about money!

I’ve implemented a system for tracking the finances of the resort, based on transactions and their types, and re-added the cost to placing tiles and playing the holes.

Now once the player approves a zone, the amount is charged to the bank account, and the landscaper goes to work. Players are allowed to go in debt (up to a point!), as long as they fulfill their contractual obligations!

Accordingly, players are now able to set the fee for their course. They’ll be able to choose green fees, hole fees, membership fees, and all other manners of income streams. Changing it too often might anger your regulars, though!

And for some polish, added particle effects whenever money is spent/gained:

cashmoneyyo

wheres_ma_money

(If you look closely on the first screenshot, you’ll see some new UI buttons!)

So now money is in, you have basic ways of earning it, plenty of ways to spend it. As I mentioned before, you can go in debt, as long as you keep to your contractual obligations. Therefore, the next step after implementing the money will be to implement goals! These are the conditions for” winning” in a scenario, and for continued work in the regular campaign mode. I plan to make them as varied as possible and easy to work with, so that creating custom scenarios will be a breeze.

This will also bring Boss Golf closer to what I envision to be the end of Alpha: when I’ll have a playable vertical feature complete slice of Boss Golf, which will serve as the demo version of the game. Still a couple of version until then, but progress is coming along well!

Stay tuned for more!

Dev Update #14: Money, Money, Money

Dev Update #14: Money, Money, Money

Heyo folks!

Thanks to those of you who tested the terrain demo and gave us your feedback! It was very useful!

Some takeaways:

-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:

expensive_hole

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!