In this update3
Full notes
Full Disc Golf: Game On update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Compatibility
- Server
- Store
Disc Golf: Game On changes
The Gist
In early August of this year I started working on multiplayer to determine just how much of the current game would have to change in order to accommodate online play - to my chagrin, it was almost everything. Besides what was already in the game, most of the upcoming features (course builder, throw types, game modes, prizes, etc.) would also need to be reevaluated prior to being added. Unfortunately, this meant a pause on the daily/weekly updates in order to focus on this necessary rehaul.
Gameplay and Upcoming Changes
Layout Builder (eventually Course Builder)
Build your own course layouts with the new Course Builder mode. This functionality is currently limited but functional. Meaning the player will be able to create new 18-hole layouts for some of the included lands (courses) within DGGO. The player can not spawn items or other game objects (such as trees, or obstacles) on the course. Nor can the player clear or deform any of the surrounding terrain. Although, some of that additional currently unavailable functionality is expected to be available when the full game is released. Once a player creates and saves the custom course, they can play it as they would any other course.
Ideally, I’d like to figure out a way to allow course creators to share their creations publicly so that other players can download and play their custom courses. Though in doing this, I would need to consider the monthly costs for both maintaining and hosting that data. In regards to layout builder and multiplayer, players will be able to play through a custom layout that was created by any hosting player (and is therefore only present on the host’s machine).
Couch Co-Op
Challenge friends or family with local multiplayer - otherwise known as “Couch Co-Op”. This is something I’ve been wanting to get in for a long time and I’m happy that it’s (mostly) ready. The major hang up at this very moment is controller support needing to be rebuilt. This currently works when sharing a mouse and keyboard, but getting the controllers back is a must before it can be released.
Multiplayer
Players will be able to host and join other online gameplay sessions of DGGO. This is a standard turn based multiplayer mode where each player watches the active player take their turn. It is Host and Client based, meaning it requires a player to host a game session that other players (clients) can connect to. There are no public servers for DGGO at this time.
Even without public servers, I am still trying to provide a reasonably smooth experience online through the use of client prediction and additional sync mechanics. So far the game performs pretty well (depending on where you and the other player are connected) when using auto throws. However, if the player tries to use manual throws, things get wonky. Another issue, similar to what is happening with couch co-op is my need to re-implement the use of controllers for multiplayer. So essentially, we have a mostly working multiplayer, minus the controller support and a few other sync issues - such as the dang basket chains!
The quality of the multiplayer experience is also something I’ve been trying to keep in mind before it’s released. For example, when the active player opens their bag to select a disc, do you, as a spectator, want to see that happen? Or would it be alright if the active player's disc just randomly spawned in the player's hand? Personally, I think something like that would be jarring - and effectively pulls the player from the experience. So I’m doing everything I can to limit that from happening in a timely manner.
So just to reiterate, the two biggest things holding multiplayer back from being released are controller support and manual throws. I could have them both figured out in a day, but somehow almost magically, that can turn into weeks. So I guess I’d say any day now?
Other Things
Mac Build
I’ve been able to build a DGGO Mac version for quite some time. However I haven’t been able to test the Mac version very well, due to not having a current modern Mac myself. I do have an older Mac 2012’sh that isn’t very reliable when it comes to everything that needs to be tested. It’s my plan to either purchase (or borrow) a new Mac in the coming months.
Console Build
I’ve been working with Xbox as much as possible to expedite the initial release of DGGO on console. There is a bit more work that needs to be completed before I can make anything official regarding a release date.
Source
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