Just to be clear, this ain't your daddy's computer golf


BINK isn't trying to fill the role of Tiger Woods 05 (yes, we all loved that game) or new 60$ titles. I can't compete with AAA companies and I believe in my heart that AAA companies are specifically targeting the mass public that fits inside a standard deviation curve.

BINK is going to be for people that fall on the fringes of that curve that have been marginalized and left without an intermediate golf game to play.

There are about 1000 different ways to accomplish any kind of task, and that includes making a golf game. I'm not aiming to copy the standard deviation, those games are already out there. I'm trying to find a niche in a market dominated by AAA titles.

As I write this between coding, I'm defining a new kind of golf game that ditches the swing mechanic in other games, and considering some hard choices in changing other areas of the game as well. I could do a swing counter but I can't compete with EA and Y2K, I'll let them do their thing, and I'll do my thing, and find MY audience.

Up on the block today: I'm considering also getting rid of the power bar and replacing it with 3 hit types, something to the effect of "easy swing," "full swing," and "bash it" or "steroid jerk" (a favorite bit of golf lingo for me). This will be for most of the clubs. Wedges will have some kind of meter because they are played that way. Of course the putter will have a meter too.

Also the wedges will be both clubs and play styles. PW for short approach shots, SW for chipping, and LW for flop shots.

I'm also considering changing the hard to read target pin with a simple text readout that will give you the approx dist of a full shot, letting the player kind of learn where the other choices will put them. "easy swings" will be more accurate but shave a little distance, and "steroid jerks" will be harder hitting and more prone to slices and hooks, just like in real life, for when you have an open fairway and want to squeeze some extra yards out of the lumber.

The new physics engine I wrote should also make the shots look more realistic in flight, more on that later though as it's outside the scope.

I'm going to be going hard on story as well, just need to get all the mechanics in place. Think of BINK as more of a golf-career sim rather than a straight golf-sim.

Some of you know, I got this idea from an old 2d game who's name I can't remember now that despite being completely inaccurate to golf in general was actually really fun to play as a time-killer for me when I was monkeying a computer screen all day for work.

All I can really say is, you'll see, but some of this stuff will hopefully be packed into 0.4 so finally everyone can get a taste of my vision for this title.

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