Finally got around to making the itch.io page


SereniTee is a solo developed mini golf game with procedurally generated holes, ensuring solid replayability and surprise for the player. 

After finding a large surge of motivation lately, I managed to flesh out a whole lot of features of the game and it's now in what I would call a presentable state. Hoping to ride the wave by kicking off my devlog and forcing myself to accomplish at least a single task a day, small or large.

The core game loop is pretty much complete/playable as it stands, with maybe some polish required to the overall shot feedback and indication. Just last night, I rewrote and tinkered with the hole generation scripts in order to allow for branching paths and multiple holes as an extra form of variation on the already unpredictable generation. All within reason of course, the hole par does not deviate due to the extra tiles, and the branched paths all have a very small margin of variation of the 'original' path's length to combat there being one obviously easier path than the others.

With my discovery of DOTween; I remade/wrote a bunch of the scripts that involved animations and coroutines to use tweeners, a much more elegant looking solution. Camera rotation and zooming benefited from this the most, albeit with a slight hiccup in the rotation due to floating point errors, a simple OutElastic ease and snapping the rotation to the nearest 45 degrees masks this rather well though. X-Ray mode transitions also improved tenfold, using a small sequence of material colour and fade animations to mask the harsh transition from opaque to fade renderer materials.

Currently the game can take you to one of four locations on your travels, with a few more in the works and an absolute bucketload of ideas sticky noted on my desktop, waiting to be iterated on and modelled.

The largest 'to-do's so far are probably mostly UI related, with tile conflict resolution coming in at a hot second. Currently the method I use was always only intended to be a bandaid. Rather than retreating back in the spawn loop and trying different tiles to avoid collisions, the generator simply detects collisions between tiles and reruns the generator if there is any detected conflict. Hardly ideal, but it works for now. Other than that, it's mainly a matter of quantity; more tile prefabs and mechanics, more and richer environments, plus user customization options would be a nice addition to have somewhere down the line.

Known current issues mainly boil down to collision across tile seams, despite removing as much of the interfering faces as possible from my models, the seams still cause issues semi-frequently, the only way I can think of rectifying this is to merge vertices that are in very close vicinity (ie, touching tiles), but have not found a working solution as of yet. I'll be keeping my eyes constantly peeled for anything that may help in this area.

'Til next time, 

David.

 

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