Weekly Update #3: Divide and Conquer!

Weekly Update #3: Divide and Conquer!

Hello folks!

This past’s week task was focused on expanding the gameplay systems in Boss Golf; mostly revolving around giving the players more things to do and to manage.

First things first: Decay!

Now the landscapers won’t be tasked solely with laying down decoration and tiles: they’re also responsible for maintaining them! The tiles you lay will decay after a set period of time, with special events making them decay faster. The landscapers will try and attend to it to ensure your resort is running in tip top shape. If it decays to 0, it’ll revert to plain grass.

newDecaySystem

Together with that, you can now set the priorities for each type of task for the landscapers! Want a guy solely focused on maintenance? You can do that. Want a guy that prefers doing the landscaping than decoration? You can do that too!

Next up, hole building overhaul!

Until now, the hole building inĀ Boss Golf was very loosely constrained; you just placed things around and saw how they worked. It was nice in the sense that you had a lot of freedom, but not so nice in the sense that it was hard to get information about how you should be building the hole, the outcomes of it etc.

Not anymore, with the new hole building!

divideAndConquer

Now the new panel is pretty much all in one; you place the hole, tee, lay down the tiles, place decoration, all in one go. Then, when you’re happy with what the hole should be, you just accept it and the landscapers will get to work!

New also is the ability to set the “play space” for your hole. This is the area where you can landscape and place decoration and the hole components. This also tells you the estimated play path in the hole (as seen in the yellow line in the picture), which is completely dynamically changing as you shape your hole. It’s only a guideline, though, as golfers will still try and decide for themselves the best way to play it!

But it does act as a marker for out of bounds. Any ball that lands in the fenced-in area is fair game. If it lands outside, oops! Penalty!

After building the hole, you can summon a special NPC to give it an expected rating of play. (you’ll also get this rating adjusted as golfers play through it)

Later on there’ll be a better shot analyzer to give you information about potential shots on different spots in the hole.

This style of building will be expanded to the water hazards and other hazard types too, giving you more control about shaping them, and reading the statistics on them.

On the other side of things, I’ve also begun prototyping the system for building buildings in the game. It’ll be a pretty cool click and drag system with options for customizations, allowing you to build the building the way you want it built.

That’s all for now, folks! Stay tuned for the next weekly update!

Weekly Update #2: Breaking New Ground

Weekly Update #2: Breaking New Ground

Hello folks!

Following the development path, this week has been focused on extending the new UI to the other elements, implementing the localization pipeline, and beginning the implementation of new workers!

To start off, the new UI!

I’ve decided to take the UI into a more modern and streamlined direction. Gone is the green/white panels, and in are these awesome new darker panels:

resortRating

In there you can see one of the new features, which is the resort rating. It’s based on the categories as seen in the window. Improving these will increase the rating of your resort, which will unlock new things as well as attract better golfers.

Another thing added were more ingame panels:

buyWindow_newUI

These are for when you wanna expand your resort! You can now break new ground and expand your resort to accommodate more holes. Now, the number of holes you can build is limited to the size of your resort. Need the full 18 holes? Gotta need a larger resort!

Next is the localization pipeline. It has been integrated into the panels, and anything that uses text in the game will be connected to a main localization controller that pulls the necessary data. It’s also very easy to update/add new languages! Big win!

And I’ve also begun adding new staff to the resort. Soon there’ll be janitors and foremans roaming around. I’m also implementing the systems ingame to make those characters needed!

That’s all for this week! These updates will tend to come on the weekend, as that’s when I have extra time to boost development!

See you next Sunday!

Weekly Update #1

Weekly Update #1

Hello folks! Long time no see!

It’s been a while since the last update, but rest assured the game is being developed. You may have noticed that the release date has been moved to February; there is a good reason for that, which will be revealed soon!

I have to stop the closed alpha, though, so that I can focus on the development of the game’s systems. Now I have a proper list of things to get done, and will be turning to a closed beta later this year, so you’ll still have a chance to play the game well before release, and provide good feedback!

So what is today’s update about? It’s hard to show, since it’s a lot of under the hood work. Basically:

  • Moved the AI to a node-based state machine system. The previous hardcoded state machine was alright, but would be hell to expand later on. The new system works better.
  • Implemented a proper pathfinding solution. Node-based navigation, with object avoidance and on-the-fly graph updates are also in. This means that the AI will now properly react to changes in the environment, including bridges and whatnot!
  • Changed the terrain system to allow for expansion of the resort and proper culling of chunks you don’t see. Lighten up the processing load by a lot!
  • Began updating the AI to make it more modern.
  • Began implementation of the proper core gameplay loop of the game.

This last point is the most important one and the cause of the lack of updates recently. The game so far has been alright in a sandbox state, without any real goals to search for and whatnot. This is ok, but not optimal, as in the proper game you wanna have a loop of things to do, things to look forward, plans to adjust and whatnot.

So I took quite a bit of time experimenting and thinking ways to create a good core gameplay loop, and I believe I’m getting close to it now. It’ll involve a lot of facets of resort management, which I’ll expand upon at a later time! Gotta keep something!

And here’s a screenshot of the first pass of the new AI:

newUnewI

I’m going for a more minimalist/clean/flat look. The icons will be replaced by flatter versions of what they do. Placeholder for now, but this is the direction I’m thinking of taking things.

Oh and as of now, I’ll be posting weekly updates regarding the progress of the game, to give better visibility on how it is progressing, specially since the alpha is over. Not having to make sure things are compatible with savegames will certainly speed up development!

That’s all for now!

-Gus