Feedback, Insights, and more!

Feedback, Insights, and more!

Hello folks!

Last weekend was great! Demoed Boss Golf at BitSummit and received an awesome reception! It was excellent seeing people playing the game and their enjoyment! More importantly, I was also able to extract several insights by watching the way they play the game, and notice a handful of issues that needs fixing!

So I’ve begun work on getting to 0.6! Which will bring several quality of life improvements as well as a feature for hiring/firing employees! No more will you be stuck with the landscapers you start off with: you’ll be able to bring more!

And also a UI overhaul! Here’s a sneak peek of it!

superUI

Now the price for the tiles you’re laying will be displayed directly on the area you’re laying. And there’ll be no more need for “approving” it: The AI will begin work as soon as it’s laid (providing part of its job is landscaping!)

Clicking on the Tee when you haven’t placed it yet will shift to placement mode so you can go ahead and place it right away. Then the button for “Move” will appear to allow you to move it anywhere else. Oh and if you right click to cancel the move, it’ll snap back to the original position!

Also will be including more visual aids, specially regarding which hole you are currently playing. A brand new Guests panel that allows you to have an overview of who’s on your course at the moment, and what they are doing!

Some fixes in the AI department as well, specially regarding their shooting decisions, and expanding their behavior to have them skip ahead to the next hole if the current one is taking too long! Oh and add the tile angle to the calculations of pathfinding, to avoid the situations where the AI gets stuck at the foot of a massive hill!

And, of course, a panel for management of your staff! There you’ll be able to hire and fire employees, as well as find them in a quicker manner. Too many times people didn’t know where their landscapers were while building stuff around. Now you’ll have your own little big brother system!

So yeah, stay tuned for 0.6!

OH and I’m also super stoked that Destructoid has covered Boss Golf! Woo!

Boss Golf updated to Alpha 0.53!

Boss Golf updated to Alpha 0.53!

Hello folks!

After much wrestling with the physics system in Unity, Boss Golf alpha has been updated to version 0.53!

fivepointthreefeature

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!

Boss Golf Closed Alpha updated!

Boss Golf Closed Alpha updated!

Hello golfers!

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!

Quickie: Some benchmarking

Quickie: Some benchmarking

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.

jesustenk

Will run more benchmarks over the weekend, but this is very promising.