Earlier quoted context omitted.
The splash screen says Unity on it.
Yes, exactly. Have to pay $$ to remove that splash screen logo!
Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
31–40 of 115 posts
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#32I don't know whether you have access to the "Taptic Engine" API on iOS, but a tactile ping when striking the ball and thuds when it hits a planet surfaces could be nice.
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#33In particular, I find it much more relaxing that Desert Golf, which I think comes down to a couple of factors. The design is one – the cute graphics and colours really help. Music is another – you've done a great job there.
I think the most important bit is the gameplay though – with not showing the score constantly, I'm not as worried about trying to keep my stroke count as close as possible to the hole number constantly. The gravity dynamic also adds enough whimsy that I don't feel like I "absolutely should have got a hole in one" like I did on some holes in Desert Golf.
All in all, great job! Instant purchase from me and I think I'll be spending a lot of time with it.
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#34I remember playing a game like this when I was a kid (25ish years ago) at school, except it wasn't golf, but rather a two player game where you shot gravity-assisted missiles at each other (think Worms-in-space). I remember it being on an Acorn Archimedes, but it may have been a PC.
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#35Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#36Hi HN, I just launched this little game of mine - Astro Golf. You can think of it as Desert Golfing but in space, where the gravitation pull of the planets create some interesting levels. I think it was on an HN comment that I first heard about Desert Golfing many moons ago, so it felt fitting to post this back here. All the levels are procedurally generated, and are guaranteed to be hole-in-one-able. I did this by c…
So simple, yet incredibly fun, well done! Could you share how long it took to build it ? I've been thinking about creating a small game, for fun, and to learn stuff along the way, and I am wondering how much time it would take me.
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#37I built a game based on gravity and other physics and pool a long time ago on iOS which did not go anywhere; possibly because the next game that came out on the same day was called "Angry Birds".
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#38This is brilliant! I've put hours in to Desert Golf, and this is an improvement on every level. In particular, I find it much more relaxing that Desert Golf, which I think comes down to a couple of factors. The design is one – the cute graphics and colours really help. Music is another – you've done a great job there. I think the most important bit is the gameplay though – with not showing the score constantly, I'm n…
Have you discovered Hard Mode in the menu? That might scratch the high-pressure itch if you every get bored of relaxing!
PS: and please tell your Desert Golfing friends!
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#39Earlier quoted context omitted.
I've been looking more and more at Godot, and I really like it. Open source, you can script in C++, and it seems to have most of the features necessary for a simple 2d game like this (perhaps not for some AAA 3D game of course).
Also when developing on Linux I had more luck getting Godot to function than Unity. Had quite a bit of fun making a sidescrolling game in Godot :)
Re: Show HN: My first game, minimal procgen gravity golf inspired by Desert Golfing
#40Earlier quoted context omitted.
Wow, surprised to hear this! I had assumed in a project that large and longstanding, most of the bugs would have been smoothed out.
So had I :( A lot of these bugs seem to also go unfixed, I think with the intention that you pay for Unity Pro which gives you source code access to the engine and you can work around them / fix them yourself.