After much wrestling with the physics system in Unity, Boss Golf alpha has been updated to version 0.53!
Features included in this version:
- Improvement on the grass shader
- Scaled the entire world for better physics/effects/everything. Now each ingame square is about 10 yards long. As a result, your holes will take over much more space in the game world. (Previously, they were about 25 yards long)
- Day/Night color variation on the lighting
- Physics adjustments
- Improvements on the AI
- New terrain shader (temporary!)
And as for bugs:
- Landscaper will now update the terrain after placing it. It had stopped doing so thanks to the division of the meshes
- Fixed the angles for the Wedge clubs
- Several fixes related to the physics of the game
- Improved handling of the chunks and terrain bits
And that’s about it. Adjusting the scale of the entire world took a lot longer than I expected, and brought about several unforeseen complications that were promptly fixed.
As a result of the changes, we’ve had to update the version of the save file, which means you’ll start off with a new golf course.
That’s all for now folks! Now I can focus on getting the paths improved, then the hole creator, then the water tool, and we’ll reach 0.6!
I’ve updated the Boss Golf closed alpha to version 0.2.
This version features golf gameplay, including the player character, basic idling AI that roams around your course, and a number of other small fixes.
Those of you who signed up for the closed alpha should get an email soon with more download information. Otherwise, just hit up itch.io and the build should be there.
Those of you who haven’t signed up for a club membership, you may apply for the closed alpha here!
We’re not at capacity yet for the closed alpha, but the spots will run out soon! So get that sign up going!
That’s all for today folks. For alpha 0.3, I’m aiming at basic play AI, better ground collision, basic pathfinding/avoidance, as well as paths that you can build to link your holes. As a stretch goal, basic save/load capabilities.
That’s all for now folks! It’s a beautiful weather out today. Get to that green!
So just before sleep, decided to do a quick test to see how far I could push the new terrain system.
And well, very far.
The new system can handle a grid of 96 * 96 without any issue. That’s just under 10000 tiles. Of course, them using the same texture and all made it far easier. But still, that’s pretty badass.
Will run more benchmarks over the weekend, but this is very promising.