Hard Forking BINK to the new system


This morning I will be transitioning all gameplay to the new system. I am keeping backups of all of the previous nightly builds to fall back on, but heading full steam ahead.

What does this mean?

Basically the entire back-end of the game is being rebuilt with the new engine. Everything is being rewired so that Computer-Controlled players and tournament play can be added more seemlessly. 0.4 is going to be a huge update and it's going to take me a little time to put it out.

Graphically, nothing is really being added on the next release, that will come in future updates, but it is my intention to release 0.4 with most of the planned play modes available on it. I may make some other releases as the current functionality comes back online after I pull the plug on the old system this morning, but it will depend on how everything goes with the new ball physics.

0.5 is still planned to be the official Beta release, but that may get moved up depending on how adding the new gameplay modes works out.

Thanks for keeping up and continuing to support my game.

Details:

The node structure of the game in its current iteration is a mess. There are too many dependencies and basically I'll have to remake the ball and player code for every single new game mode the way things are now. I'd rather not do this as it's counterproductive. The first step toward the new design was to completely rewrite the ball code, which is why I've been updating the physics. The new ball should be droppable into any scene and just work, no matter where it is in the node tree.

I was getting started on the player node this morning and there are so many pieces to separate out that I just decided I'm going to rebuild the solo round by resorting all of the current code and changing how things are done. To provide some extra motivation I'm nuking the old code for this and starting from a fresh slate.

Obviously some code with hang around but my goal is to do a full cleanup and then I should be able to work much faster on the AI characters and tournament play.

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