Started work on the “Desert” map. All stages are now built!
There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Started work on the “Desert” map. All stages are now built!
There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Arcade map complete!
New: the outside has now been fully finished (instead of just being a baseplate)
Smaller changes/additions: the arcade map now has seats, shapes on the floor and ambiance zones.
As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD.
The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting.
Arcade map update
The indoor area is close to being finished!
It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.)
Next step is, of course, the outdoors!
I assume it shouldn’t take as long to make as the interior was, but who knows 
Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick.
Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time.
Useless, do not read!!
Testing..
Scrapped unless minigolf is finished before sd ends
Arcade Machines
They have interactable buttons (which do nothing, except move up and down)
Nothing else to say about them, really..
Changes/additions:
Overhauled main menu GUI including new songs and animations!
Demo is in the attached video as usual!
So, I’ve spent a bit of time reworking the main menu, since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice. I’ve made/added/reworked:
It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional!
When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map.
Every time I test the game I somehow find bugs on accident, whoops!
Anyway, there were a “few” fixes/updates that were made during development of this overhaul:
New camera mode for the main menu!
Demo is in the video! 
Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu.
It features:
Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work.
Miscellanous changes/fixes:
In-game UI revamp is complete! *and a few miscellaneous fixes have been made
The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made.
In my opinion, light mode looks decent but I still prefer dark mode.
A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey, which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though.
Fixes:
Tree pivot issues:
UI Revamp (W.I.P)
I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good.
So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time)
I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now.
Another thing I’ve experimented a bit with is viewport frames, which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment.
Things still unfinished that I want to complete (for UIs):
Sound changes:
Every stage in the Arcade (map) has been built!
The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive, and a few are a bit difficult or tedious.. to say the least. (example of changing stages the attached video)
Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap
, but any progress is great.
You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype)
Anyway, during this time a few small misc changes have been done:
stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.)
Shop UI trail naming has been changed a little.
Blinking activity on stage signs has been removed.
Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play.
Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) 
I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one 
For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2.
Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) 
So far I’ve made a few things in-game and outlined a few ideas and a roadmap.
Currently built:
There may not be as much devlogs now, but the game is still in development!
Devlog 7
Additions:
Changes:
Fixes:
Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu.
Music UI may also change.
Small update/Devlog 6
New additions:
Fixes:
Changes:
Need to add/fix:
Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error.
Map development update #2
I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one)
Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees.
Sunrays, bloom and a shorter range detpth of field have been added
And a small experiment for a tutorial cutscene has been added too.
In the process of this “devlog” I’ve also lost 11h of work
Also, a new loading screen has been added and the one from TP has been fixed!
Small update/Devlog 5.5
I’ve been working on a few things for the game before starting to build the map and in result wanted to share these.
Changes:
“New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player)
I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has..
87!
Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places)
Also, the side buttons have been redesigned!
Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons)
And, a very special thing in my opinion is that the shop is finally complete! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post)
New fixes and additions also shown in the video
Features:
Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService
The GolfStick now has customization added in the shop!
Autosave has been added (saves every 60sec with visual UI)
Completed levels and main menu settings get saved
Main menu now has transitions!
Fixes:
Shop and music menu now finally properly scale on ALL resolutions!
Shop buttons fixed with scale instead of sizing
Disabled the back button when attempting to teleport to a different place
Lights are fixed for the nightTime setting (didn’t turn on/off before)
Ambiance now plays with the nightTime setting on
A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance.
Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.)
Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound
Commented out debug prints that aren’t needed anymore (kept incase something breaks though)
Fixed saves when altf4-ing from the game or the server shutting down.
PlayerRemoving and BindToClose double saving upon shutdown
Still need to replace:
Placeholder images and items in the shop UI.
New additions and fixes also shown in the video
Features:
Added badge rewards on milestones (5 badges so far, 1-1000 stages won)
Setting for daytime cycle in main menu
Dynamic lighting system
Replaced placeholder images in the main menu (main menu is fully complete now)
Seperate play UI instead of one button
Spinning parts
Loading screen
Day and night ambiance
Fixes:
Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range.
Dynamic lighting fixed to not read ClockTime every time it changes (inefficient)
Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport.
Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line)
Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song)
Credit menu scaling
Needs fixing:
Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor)
Disabling the back button when attempting to teleport to a different place
When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise.
Still need to add/replace:
New additions shown in the video
Additions:
Implemented most of the main menu.
Includes: Credits, settings (shadows and night time)
Camera spinning around a specific (target) part for main menu
Button to stop current song in the music menu.
Replaced placeholder images and sounds in the music menu
Spinning parts using tween(s)
Fixes:
Menu proper scaling for devices
Player input and backpack UI disabling when in main menu
Shop has an error sound (instead of purchase sound) when not having enough money for an item.
Added default/none options to the shop for disabling trails and effects.
Still need to add: