This update fixes a regression in Spirit Plague, addresses a pre-existing bug that could affect the Emperor of Corpses fight, and improves our performance data collection. We’re still working on bug fixes and general improvements as mentioned in out 0.9i post. Thanks for continuing to make bug reports and participate in our community.
Changes
Fixed a bug where players could push enemies in Online mode by walking into them. This could cause positions to get out of sync between the client and server, for example in the Emperor of Corpses fight.
Fixed a bug where Spirit Plague’s Rotten to the Core node could not be allocated.
Improved performance data collection on servers to aid in optimization efforts.
Golf Club Architect is entering an exciting phase of development, and I feel like now is a good time to start writing frequent news updates. As a team, we want to be completely transparent with you about what we're working on now and our plans for the future. I doubt future logs will be quite as verbose as this but I'm making up for lost time with this one!
Firstly, we'd like to thank everyone who has joined our playtest so far, and especially those who have taken the time to collate constructive feedback for us in our Discord group. Every bug report is taken seriously, and each feature idea is discussed internally.
How did we get here?
Secondly, we wanted to give a brief history of how this game came to be.
I was at a company offsite four years ago, and as an experiment, I decided to see how easy it would be to simulate the flight of a golf ball in Unity. I wanted to figure out how the Magnus effect works, as this is key to a golf ball's flight having that upward rising path.
Unfortunately, I don't have any screenshots of how that looked, but that logic hasn't actually changed that much over the years.
From there, I started playing with course design, and of course, I had Sid Meier's Sim Golf in mind, as that was one of my favorite games 20 years ago. Early implementations of the game were grid-based like Sim Golf, but I very quickly realized that this limited us with what we could do. Although it was easier to paint the surfaces for your course, you couldn't really make it very detailed. It was technically simpler but too creatively limited.
This is how the game looked three years ago:
Moving away from a grid-based approach was very challenging. Over the last three years, we've had only two engineers on the project. Between us, we have achieved an awful lot. Some of the biggest challenges have been:
Fast loading and saving, as well as game initialization. The game has many subsystems, and initialization order and dependencies are critical.
Loading and saving reliably.
Real-time terrain editing. It was very difficult to have the terrain editable while players play the course. Editing the terrain has ramifications for physics and navigation.
Golfer behavior. The first question of "how does a golfer plot a path from tee to green" took many iterations to get to this point.
UI creation and design.
Content creation such as UI art, 3D models, and animation.
This is how the game looked a year ago:
Where are we now?
We've entered Golf Club Architect into the Steam Sportsfest event, which kicks off on May 15th. We're both excited and nervous about this. The worst-case scenario is that we don't see much of an uptake in players, in which case we remain on our present course. The best-case scenario is that we see a large uptick in players and have to rethink our priorities to suit any input they may have.
Both scenarios are great.
On the technical side, we still have a lot of work to do. We're currently working on reimplementing the navigation system, as the current solution produces too many scenarios of golfers getting stuck. Also, the game logic has had to have protection against corner cases for the pathfinding, which makes things messy and hard to maintain.
We are also beginning a simple website that will show a roadmap of where we intend to go.
Where are we going?
We hope to go big, but we're not going to rush it. Making a game like this takes time, and we have an awful lot of features that we want to squeeze in. My current feeling on how this will come together in the short term is as follows:
Steam Sportsfest - we'll do everything we can to get the game in shape with its current feature set for Sportsfest. It's important that we don't take too many risks on new features at this time because we want stability.
Early Access - Unless a lot of important issues arise as a result of Sportsfest, we're likely to go Early Access in May or June. The current thinking is that we'll ask $20 for the game, with all of it going back into the game in some form or another. I want to get more art and audio work done, and this costs money.
Once in early access, we'll be working on a series of much larger updates, each of which will introduce a significant feature as well as whatever bug fixes we deem necessary.
Roadmap
To give you a teaser for what we want to add feature-wise, this is a very crude, non-prioritized order:
Tools - We want to create new tools and improve our existing ones. They're very basic at the moment.
Environment - Weather, wind simulation, water simulation.
Guidance - Golfopedia, tutorials.
General AI - There are lots of nuances to golf we don't support yet, such as playing in groups.
Terrain improvements - Improve the visuals, curved paths, more bridges, foliage, decorations, buildings.
Practice facilities - Driving range, putting greens.
Analysis - Analysis mode showing tracers and more, allowing you to discover where players are going wrong on your course.
Sound - Flesh out the sound, including course ambiance.
Hosting events like tournaments.
Scenario mode.
Career mode.
... and much, much more.
There really is too much to list here; we have hundreds of tasks in our backlog, and this list will continue to grow. We're really excited to see what comes of this game. We think it has real potential, and again, we thank you for sticking with us and please spread the word!
Celebrate with us as we showcase our Capstone Project, this is an exciting moment that Vroomba-nate has been looking forward to since September 2022! Our booth will have a station to play our game, as well as free merch and a drawing area so you can show everyone at Level Up Showcase how amazing your bot was in our epically hectic battle party game!
Come Vote For The People's Choice
If you like our game (which we all know you will!) You get the chance to vote for your choice of best game at Level Up Showcase... Which may be our game, may not (probably will be) either way don't forget to vote!
The maintenance has been completed at 1:05 PM PDT. Thanks for your patience.
Mabinogi will have an unscheduled maintenance on April 17th. During this time, the game will be unavailable. Maintenance is expected to begin at 12:00 PM PDT and last approximately 1.5 hours.
Please note that the estimated length of time for each maintenance is subject to change without notification.
-Time-
Monday, April 17th
Pacific (PDT, UTC -7): 12:00 - 1:30 PM Eastern (EDT, UTC -4): 3:00 - 4:30 PM Paris (CEST, UTC+2): 9:00 - 10:30 PM
To address the following:
Server Restart and further investigation of the long login load times and lag.
We apologize for any inconvenience this has caused.
We've released some new updates for the character editor!
Updates to the Add Sprites pane:
You can now zoom in and scroll to work with large sprite sheets
We've added a new "One click import" mode so that you don't need to manually select every sprite, and it even lines your sprites up for you automagically. It's much, much faster to use!
New actions:
The new Scale parameter on Set Character Stats will resize your character at runtime (which can be used for some cool status effects and transformations)
New action for projectiles: Accelerate Toward Owning Player (for creating boomerangs, etc). To set this up, open your projectile's Events, implement the "On Update" event, and then add the action to that event like in the example below.
Update to animation rig rendering: There's now a button to enable/disable the outline, depending on your sprite's art style
Bug fixes
Loading screen issues: white line seen at the bottom of the screen
Clicking around the prompt when opening the editor can cause a crash
Just before landing if you use ultra, all players may stay frozen in place after you land
Previous character flickers onscreen briefly when loading a new character
The floor is sometimes visible in 2D camera mode, obstructing the view
Editor notifications remained open indefinitely if active when you entered Test Play
The color picker fails and remains unusable after using it to select a color from the animation rig
Crash: indexing error for effect layer material in rare scenario
Character properties can't be set using actions: WalkSpeed, etc
It's possible to skip the "ReturnToIdle" if there are extra animations after the action
Inifinite loop can be caused if you GoToAndPlay the current frame
Action finder pane remains visible after actions pane is closed, which can cause a crash
The "Camera Mode" menu is always on top of everything else and can obscure other UI
The 3 tick boxes for the Camera visual settings were missing
In animation rig, copy back to front does not work, only copy front to back does.
Setting paint size to 2 actually sets it to 3
Rare crash when undo triggered after deleting timelines
Other small updates
Removed limits stopping the import of very large animation spritesheets
Allow baking only the selected animation rig frames, rather than the entire animation
Added hover text for timeline buttons
Added hover text to spritesheet UI visuals
Updates made using Set Character Stats are now permanent until you call Revert Character Stats To Default (the action that was previously called Set Temporary Character Properties has been renamed to Set Character Stats.)
We're excited to announce the release of Rosefinch's 80s-inspired original soundtrack to Interference: Dead Air, now available wherever you get your music!
Additionally, Rosefinch was kind enough to put together a Deluxe Edition, only available on Steam! This edition includes select segues from everyone's favorite radio DJ, as well as a handful of exclusive bonus tracks. You can purchase this separately or as a bundle with the game.
A massive "thank you" is in order to Joseph Skager and Patrick Nelson from Rosefinch for the work they put into making this release happen. This soundtrack sees an all new master of the tracks found in the game, which have been painstakingly constructed for your listening pleasure. Rock on!