2010/12/09

Dev notes for Bad Golf...

In case you're into this kind of thing... which I can't imagine you are...




9/30/2010
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Bad Golf will be a combat golf game for one or more players.
Single player will simply be 2D side-view golf game (like Stick Golf for the iPad)
Multiplayer will be a race... players will get points for lowest shots as well as time completed.
While you're chasing your ball, you can also briefly stun other players.


DONE:

Dynamic start/end positions for each hole -- done
Water hazard -- done
Sand Trap -- done
Link holes together to form a course -- done
Sound effects (swing, bounce, hole) -- done?
Putting -- done
Course Select Menu -- done
Timer -- done
Shot Count -- done
Out of bounds sensors -- not needed
Combat -- cancelled?
Menus -- Player join -- done
High score list -- done
Pause screen -- done
Fix overlapping power meters in multiplayer -- done
Power meter visibility if near edge of screen -- automatic
Trial Mode / purchase options -- done


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TODO:

Multiplayer
    Logical Player Index -- done
    Gamepad / keyboard -- done
    Signed in gamer, permissions, etc -- ...?
    Race points/results


Title Safe Area -- done
Lots of levels -- in progress
Backspin / topspin -- no
Title screen -- done


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Course ideas:
The Antrap (all underground course with little "rooms")
In The Clouds (all "sky island" kind of things
Rolling Hills (traditional golf course) -- done
Spooky Island (zombie/scary theme)
Inferno (rocky/fiery)
Ice Planet (rocky/icy)  -- done
Wild Jungle (Indy Jones)


10/1/2010
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Added green and cup sensors
Added shot cooldown
Fixed up player state machine
When the ball hits the sensor, it drains into the cup.  Yay

10/4/2010
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Water hazard, sand hazard, and temporary sounds

10/5/2010
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Refactored Input class for future benefit

10/6/2010
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Animated water
Sand trap graphic
Basic Course Selection screen (thumbnails, scrolling)

10/7/2010
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Select Course menu
Better power meter graphics
Power meter positional bug fixes

10/8/2010
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Invisible walls added
High score module added/tested
Hole timer
Hole score counter
List of hole times/scores ready for high score list
Beginning of Course Summary screen

10/11/2010
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Course results screen shows after each hole and end of course
High scores started
New Course template created

10/12/2010
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Unlockable courses (including crazy XML overwrite file bug resulting in >> at the end of file because of true/false)

10/22/2010
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Back from Maui!
Fixed screen fade in and out
Menu background screen
More controller selection stuff
Water hazard +1 graphic now changes color matching player


10/27/2010
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Took a bit of a break...
Eryn has helped with some concept art, and I really hope I can hit him up for more work.
I need to get cracking on creating final draft, playable levels for him to color.

10/28/2010
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Fixed multiplayer power bars stomping all over each other

11/04/2010
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I was able to borrow an XBOX from work, and got the project to build and deploy to the Xbox!  Pretty damn cool.
Working on creating courses (Rolling Hills and The Anthill)
Updated menus/gameplay to only allow input from certain controllers in certain situations
  (Like, only the person who paused the game can restart it, etc)
 
11/05/2010
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Constrained water being drawn ONLY in the water rectangle.  What a pain in the ass.  Now maps don't need
so much land bordering ponds.


11/13/2010
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Rolling Hills and Ice Planet are pretty much 100%.  I don't like The Anthill much, but might try to salvage it.
I really feel stuck with art.  I need a title page, a better scoring page, etc.  Ugh.
Fixed some small bugs.

11/16/2010
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Last night, got curious and decided to fool around porting to XNA 4.0.  Finished up the process today.
The upgrade was generally smooth.  Some confusion regarding the particle engine content stuff.  Then changing
around all the alpha values to comply with pre-multiplied alpha.

XNA also broke the third party high score component I was using, so I switch to EasyStorage and save my own data.
Luckily, switching systems wasn't that big of a deal.

I now save high scores and unlock data in the course description.  I can then use that data on the course select screen
to show course records as you scroll through.  This really negates the need for a separate High Scores screen, which I'm
thankful for.

11/19/2010
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Big progess...  Tweaked the course results screen.  Created a new splash screen.  Heavily tweaked the controller select screen.
Everything is working really well.  I feel like I'm 99% complete with the actual game/menus/everything, and just need to make some courses
and artwork and I'll be 100% complete.  I found a really nice image for the Main Menu, which I need to attribute, which means I'll need a "Credits" screen, I guess.

11/30/2010
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Three full courses and graphics.
Everything works and works well.
Need four player testing (this weekend).
Need to create par values for each course.
Then I'm... done?

12/7/2010
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Well, I think I'm finally all done.  Tested 4 player multiplayer, worked fine.  Created another course (Ant Hill) to make it four total. 
Added some particle effects for rain/snow and hazard splashes (dust/water).
I submitted a release for playtesting, and got a good comment out of that, regarding bringing up the "select storage" screen.
So I bought a USB thumb drive and tested that myself.  I think it works well now.
I think I'm going to call myself done and let 'er rip!  Wish me luck!

12/9/2010
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Wouldn't you know it...  I submitted my game for playtesting, and someone had a good suggestion about when to bring up the "memory select" screen.
So I moved it, and that ended up breaking the automated loading of saved game data.
SO... you could play the entire game, unlock courses, and save the data, but the NEXT time you played, the data wouldn't load properly, and it would
look like you were starting fresh. Dumb.

I didn't discover this until AFTER submitting for peer review.  But I pulled it down and now have to wait a week to resubmit.  Bummer.



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