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Super Video Golf News

Super Video Golf 1.10.2 released

First of all, thank you to everyone who helped make it a great launch weekend! I appreciate everyone who has supported the game, and all of you who have been offering feedback, suggestions and bug reports. To that end I've addressed some of the immediate concerns and implemented a few ideas in this patch. Here's what it includes:

  • Impatient animations added to players who idle
  • Added idle camera when players are AFK
  • Drone is restored on hole change if it was hit with a ball.
  • Improved animation blending performance in SkeletalAnimator
  • Fixed memory bug in achievements system
  • Fixed being able to interfere with CPU players using Swingput
  • Fixed colliding with balls which have completed with a gimme
  • Putting range is increased to 10 metres/yards
  • Reduced wind effect when putting
  • Reduced wind effect when chipping on to the green
  • Increased ball momentum when chipping on to the green (balls roll!)
  • Camera can now be moved up and down when putting
  • Wind speed is displayed as kph/mph instead of knots
  • Overhauled lobby menu with course thumbnail previews
  • Added button to cancel shot - see Options menu for details
  • Updated tutorial with cancel button


Thanks to everyone who submitted or commented on a topic in the community forums - it's these things which really help hone the game and steer it's future direction! If you don't see something you suggested in the list, don't worry I've not ignored it. There are so many ideas, some of them quite large, that they'll be coming in future updates alongside more content. For now I hope you all enjoy these quality of life improvements and bug fixes - let me know what you think in the community section!

Super Video Golf is now available!

Hello! It's finally here! Thank you to all those who have been following the game over the last few months, and welcome to all the new people - thanks for stopping by! I'll try and keep this post brief because I'm sure you're all eager to hit the course ๐Ÿ˜‰ - but I thought I'd share some of the changes which have happened since the previous version of Super Video Golf. Many of the changes have been driven by player feedback, so do please make sure to leave any comments you have on the community page, I always appreciate it! Without further ado, here's the list of changes:

  • The server is now authoritative over par value for each hole
  • Collision detection is now performed per-face rather than per-material
  • Rewritten AI from the ground up for CPU players who adapt to player skill level
  • CPU players are now indicated on the scoreboard
  • Smoothed ball motion when putting
  • Camera has been improved when putting
  • Updated drone camera tracking for more dynamic movement
  • Each player now has their own ball icon on the mini map
  • Mini map now zooms in on smaller holes
  • Avatars get impatient if player idles too long
  • Fixed hook/slice message respecting avatar handedness
  • Fixed spectators who would float in certain cases
  • Fixed awarding winner achievements when local game winner was CPU
  • Fixed displaying correct trophies for level up achievements
  • Fixed automatically ending the hole when won by any player in match or skins play
  • Improved readability of wind strength (thanks janner66 for the suggestion)
  • Imperial measurements now use decimalised yards when putting (thanks to 8mackellar for the suggestion)
  • Scoreboard is now shown longer between hole changes and is skippable once all players are ready
  • Scoreboard no longer draws unplayed holes, and displays running par difference during stroke play matches (thanks to 8mackellar for the suggestion)
  • In game messages can now be skipped during golf and on the driving range
  • Spectator and billboard shadows now fade with proximity to camera
  • Improved animation blending in SkeletalAnimator, fixes animation jumps
  • Added player animations for celebration and disappointment (thanks janner66 for the suggestion)
  • Updated particle effects for hole in one
  • Wind indicator now shows direction relative to the active camera, not just the main camera.
  • Wind direction only changes on new hole (thanks buntails for the suggestion)
  • New Swingput system allows taking a swing with a controller thumbstick or mouse motion
  • Club power is more accurate in relation to power bar indicator
  • Fixed auto-caddy picking a suitable club for each shot (thanks buntails for pointing that out)
  • Auto-caddy picks a better selection of clubs based on current hole size
  • Optional Putt Assist provides graphical feedback on putting distance
  • Putting display now shows estimated distance to the hole above the power bar
  • Mini-beacon is now active during putting when flag beacon is enabled (thanks to buntails for the suggestion)
  • Improved putting grid better defines the contours of the green
  • Sprite colours for billboarded shrubs now affect wind amount
  • Wind now affects billboard shrubs
  • Fixed players now no longer restart on steep slopes if the ball landed in the water
  • Achievements are now always enabled if there is a single human player on the current client
  • Game now logs XP when achievements are active
  • Stroke accuracy difficulty increases with XP level
  • Steam matchmaking favours lobbies with similar XP levels
  • Steam edition has leaderboards for driving range
  • Power bar is now hidden between shots on driving range
  • Added Emote wheel (default LCtrl/Controller Y to activate)
  • Controllers are now automatically assigned in local multiplayer
  • Native support for PS controllers including LED notifications
  • Added option in lobby to play holes in reverse order
  • Custom course filter is hidden in the lobby if there are no custom courses to show
  • Added welcome screen for new players to introduce them to the tutorial
  • Updated main menu for better appearance at ultrawide resolutions
  • Added Swingput sensitivity to options menu
  • Options menu now includes control overlay for showing scores
  • Added option to enable ball trail
  • Credits are available from the options window
  • Added option to disable controller vibration to options menu
  • Antialiasing options have been added to the options window
  • Fixed updating keybinding string in options menu
  • Player name lengths have been increased to up to 24 chars
  • UI layout has been updated to accommodate longer player names
  • Many fixes and quality improvements on AMD graphics cards
  • New course - Purcitop Pitch โ€˜nโ€™ Putt
  • New course - Fairland Rock
  • New ball - The Hive
  • New ball - Umbrella
  • New ball - Watering Can
  • New ball - Egbert
  • New ball - Tortoise
  • New ball - H7
  • New Achievement - Getting Started
  • New Achievement - Junior
  • New Achievement - Amateur
  • New Achievement - Enthusiast
  • New Achievement - Semi-Pro
  • New Achievement - Professional
  • New Achievement - I See No Ships
  • New Achievement - Hot Stuff
  • New Achievement - ?????


Hope to see you on the course!

Super Video Golf is coming February 2nd 2023

Happy New Year folks! I'm pleased to announce that there's now a firm release date for Super Video Golf - February 2nd 2023. Everything is ready for release and behind the scenes I'm working hard to make sure launch will be as smooth as possible. Don't forget that there's a 33% launch discount running for the first week, so make sure to add the game to your wishlist to be notified the moment it comes out!

Thanks for all the support from everyone who helped get the game this far - I couldn't have done it without you. This isn't the end of the road though, there are plenty of post-launch features planned for future updates which I'll reveal in later posts.

I've also started populating the community hub with guides and screenshots, so make sure to check those out and even contribute your own once the game is available.

Until then though thank you again for the continued support - hopefully I'll see you on the green!

1.10 Progress Update 2

Hello folks! Another month has passed us by, so it must be time to share some more of what I've been working on.

The biggest addition has to be the new course, Fairland Rock. This is a full sized course, featuring a similar theme to the putting course, Terdiman Cliffs. It also has sheep ๐Ÿ˜

[previewyoutube][/previewyoutube]

Speaking of Terdiman Cliffs, the putt camera has been updated to much improve the view of ball once it has travelled far enough away from the player camera:



And, while we're here, courses with smaller holes such as Terdiman Cliffs will now automatically zoom on the minimap.




Updated Input
I've also been trying to address player feedback as much as possible. I've had a couple of requests to implement 'thumbstick swing' - that is to be able to play by drawing back the thumbstick on the controller and pushing it forward again to take a stroke. I've dubbed the implementation "Swingput" - a terrible pun on the word input ๐Ÿ˜… It works both on controllers and the mouse. Swingput is always active so the player can choose whether to take their current shot using the existing input mode, or with the thumbstick/mouse.



Also on the input side of things, controller assignment has now been made automatic, and is no longer done when selecting a player. Controllers will assign themselves to the player with the same ID - that is controller 1 will be used for player 1, and automatically reassign themselves if a controller is disconnected or reconnected mid-play. This way sharing two controllers between 3 or 4 players is much more fluid. It also prevents other players interfering with your shot with their own controller ๐Ÿ˜‰ Thanks to an updated version of libSDL Playstation controllers are now natively supported in all versions of the game. This means that they'll work automatically even if you don't have a wrapper such as DS4Win installed.


Graphical Updates
Lots of tweaking has been done to polish up the graphics. On the technical side the way the ball's movement is calculated from network data has been updated to make it appear much smoother. Most noticable is the removal of 'jitter' from the ball shadow, which has been something that irked me for a long time ๐Ÿ˜… I've also added antialiasing options to the configuration menu, so it's now possible to render the course with up to 8x MSAA. Whether this suits your tastes in a supposedly retro themed game is, of course, up to you ๐Ÿ˜ (click for embiggenment)



If you've played an older version of the game then you may also notice the the pavilion model has been updated. It is now much more detailed, and is re-textured to better suit the art style which has evolved somewhat since the model was first made. (click for embiggenment)



Also, based on feedback, it's now possible to see which players are CPU controlled by looking at the scoreboard. These icons are reflected across network games so it's possible to see when other participants are using CPU controlled golfers. Instead of a network quality icon, players will have a small microchip next to their name ๐Ÿ˜ (click for embiggenment)



There are, of course, many other small updates and improvements, too numerous to detail here. Once the update is released I'll post a full list of changes.


Thank you for the continued support of the project - the release of 1.10 is so close now I can almost taste it ๐Ÿ˜… - if you haven't already then make sure to wishlist the game to be notified when it's released. I have plenty of (unannounced) ideas for the game beyond the next update, and if you're curious then this is the place to hear about them first!

1.10 Progress Update

In the lead up to the release I thought I'd share some of what I've been working on behind the scenes. Here are some of the highlights:

Updated CPU Controlled Players
For some time commenters have noted that, while a welcome addition, CPU controlled players weren't the brightest and were often very easily beaten. When I first added the feature my idea was to create a player which played 'fairly', in that it was fed only the same information that a human player received such as distance to the pin and the current wind speed and direction. While this worked to some extent it became very clear that, without the 'human instinct' as such, the computer controlled players would make (sometimes wildly) inaccurate guesses about the state of play. With the new version I've taken a different approach which, at first, may seem a little 'cheaty' - for any given power/club/angle combination the computer can quickly run the simulation internally and predict the outcome of a stroke. This way the CPU player can take several guesses and pick the 'best' result to play. However it is also fine tunable by preventing the computer from being too accurate at guessing and introducing deliberate 'mistakes' into play such as an occasional hook shot. This means that computer controlled players can now dynamically adjust how well they play depending on the rank of the human player, providing a greater challenge as players level up, whilst still being competitive for new players. Did I say rank..?

XP System
Yes, there is now an XP system in place, so over time players will level up. XP is awarded whenever a single human player on a client plays an online game, or against computer controlled opponents. Good shots, good scores and good final rankings all contribute XP, as well as time spent on the Driving Range. Nice drives and good scores on the Drivng Range also award XP. The result of leveling up not only affects how well the computer opponents play, but also increases the accuracy required to not make a hook or slice shot. This affects both human AND computer controlled players. In the Steam version the Steam user's rank will also affect matchmaking, returning results in the lobby system which best match the player's current level. It won't exclude other players with vastly different levels, just skew search results so that discovered lobbies are as similar as possible. There is also a series of new achievements, awarded at regular intervals for leveling up.




Steam Network Integration
The Steam version has now been fully integrated with Steam Networking, meaning that matchmaking is handled automatically via a lobby search, or by selecting friends from your friends list to join. No more messing with firewalls, NAT or port forwarding! The Steam version also has leaderboards for the Driving Range. Now not only does the Driving Range provide a place for players to practice but also the challenge of getting the most accurate scores. Boards are split between rounds of 5, 9 and 18 holes, and can be viewed either as global rankings, or just amongst friends.

Updated Putting
Commenters and playtesters have pointed out that probably the weakest point of Super Video Golf is the putting. It was previously very difficult to guess how much power to use beyond estimating a percentage based on the maximum putter distance and the distance to the pin. It was also difficult to see the contours of the ground when the graphics style is based around a solid flat colour. The first issue has been addressed by placing a small flag icon above the power bar when putting. This flag shows the (approximate) amount of power required to hit the ball into the hole. However players will still need to account for any slope in the terrain and the current wind direction, so to address the second problem the putting grid has been overhauled. It has a greater resolution, as well as better colour tints to highlight elevation and depression in the green. Also added in this version is an arrow icon which points to the hole once the flag has been raised. It uses the same rules as the existing flag beacon, so changing the colour of the beacon or disabling it in the options menu also affects the arrow icon. Finally a 'putt assist' mode has been added which can be enabled from the options menu. When this is active the power bar moves much more slowly and the hook/slice bar is disabled making it easier to take more accurate shots. However when putt assist is enabled the XP rewards are reduced slightly, to reflect the fact that the shot was less difficult.




Overhauled UI
A side effect of Steam integration is the requirement to support much longer user names. To this end much of the UI has been updated, either by allowing it to dynamically expand to best fit the current resolution, or simply to just use larger graphics where applicable. The most notable of these are the lobby menu and the in-game scoreboard, where player names appear. When playing golf there is also now an emote wheel available, to let other players know how you're feeling ๐Ÿ˜. It works similarly to other games and defaults to the Left Ctrl key or the Y button on an XBox style controller




Finally...
Based on feedback, wind behaviour has been updated so that it only changes strength and direction once per hole. This seems a lot fairer on players allowing them all to attempt the same shot. On the cosmetic side of things the wind system has been updated so that wind movement in trees and prop models are calculated consistently, making them all behave the same way. Wind effects are also now applied to billboards so that the flowers and grass sway in the breeze. There's also a new pitch 'n' putt course and several new ball models have been added.




There's still more to be done, however, particularly new content. There's a second new course being created called Fairland Rock:

as well as a series of small tweaks to be made to Terdiman Cliffs. Some of the older courses are also receiving some polish in the form of new prop models. Here's a before and after look at the clubhouse on Sunny Cove:


While this is not an exhaustive list of changes I hope it provides a good idea of what to expect from the upcoming release. Thanks for following and look out for more updates soon!