I noticed the "Profile Features Limited" tag got removed a while back, so I made a note to add them at some point, which is today. I added 24 achievements available to earn during gameplay. With that I've also started taking advantage of Steam's stats system, which I want to start expanding and integrating into the game. I didn't know what to do with the art for some of them so I used some images from Dall-E 2.
I also made some large changes behind the scenes to the game flow of moving between holes in multiplayer matches, which should hopefully eliminate all the round ending bugs that can happen.As always let me know here or such as how many players, Discord if you discover something like that, and including some basic information such as how many players, what happened leading up to the crash, etc. I was able to diagnose the source of the issues fixed in this patch due to a report on the community forums.
Enjoy! Rob
New Map: The Valley
New map released! When making The Valley I wanted a challenging course with appropriately long holes(for upgraded characters) and challenging greens. It is also the course with the most trees defining the fairways and forcing certain shot shapes.
some small changes for the record: -small changes to the follow cam to show the disc better -fixes the course par not displaying correctly on the online pause menu
I'll be hosting some multiplayer rounds this week when I can, see you out there!
Rob
Update notes 10/17/22
-changed follow flight camera to be further away and give a better view of the shot fixed -camera not swapping to opposite side when using forehand online -rolling thunder not launching into singleplayer/local multiplayer
Linux now supported
Ok, I was able to package the game for Linux from Windows. I had to figure out how to dual boot my laptop with Ubuntu to test it but it worked on my end. I think this would also improve performance on Steam Deck? If anyone gets around to testing that let me know how it goes.
I installed it from fresh on my Linux, not sure what will happen for Linux users that already have the windows build installed. It is a seperate depot on Steam so it may require an uninstall/install.
Thanks! Rob
Patch notes 9/27
-fixed fire effects spawning multiple times and tanking framerate -fixed Steam session not closing when host hits alt f4, and causing server to appear on server browser when it doesnt exist -fixed wukong and gideon nonfiction animations going to T pose in online multiplayer -should i really write fixed in front of every bullet point or is it kind of implied
Online Multiplayer LIVE!
Online Multiplayer Is live!
Lobbies can be 2-8 players, any map can be played. I could do more but I want to see how well 8 players work before I bump it up.
Gold is earned for multiplayer rounds but the scores do not upload to leader boards at the moment. Want to make sure nothing is broken in multiplayer matches before I hook them up.
Everyone has the same skills in an online match, you can select beginner(skills 10/50), advanced(25/50) or Pro(40/50) when creating the session.
The next step is adding a password option for sessions and add a basic text chat to the game. I also want to make some changes to the flight physics.
Enjoy! come join my server if you see me on this weekend, then tell me what you thought on discord: https://discord.gg/fEbH78S
Rob
Dev Log 6/22 - Online Multiplayer
Hey everyone,
Just thought I would give an update on what I've been working towards, as I haven't got an update out in a while.
I finally bit the bullet and started adding online multiplayer to Perfect Round. When I first put the early access page up I threw in a throwaway line about possibly adding online play in the future but really never thought I would get around to it. But my favorite games are all online and it seemed like a fun challenge so here we are.
When I first started working on the game I had been using unreal engine for less than a month. Decisions I made as a beginner as to how different parts of the game work together are miles away from how it needed to be done to work online.
So aside from the biggest addition to the game yet in adding online multiplayer, large portions of the old code needed to be reworked and modified just so I can start to add that same functionality online. The good news is these fixes will improve how the game runs in singleplayer as well.
But the fun news is the end is in sight. Just today I finished the on course changes/functionality to the game for online play, i.e you can play a round with other machines and everything works like it should. Shots fly correctly, physics aren't weird(really hard to figure out), scores update, etc.
Because I didn't want a bunch of character models hanging around the basket when they finish a hole I added free run to the game. You can even sprint/walk/jump. Why? Why not.
The next step is to finish a round and move on to the next level(I'm thinking a voting system ala Wreckfest), and then add the server browser functionality. Once those are done I will do some testing and then get that live as soon as possible. After that I have a few more things I would like to start working on in no particular order:
-More levels. I want to spend a few weeks after this update to just make like 3 levels at once.
-Achievements. I saw "steam is learning about this game" was removed, so I can add achievements and badges etc and it will show up on your profile
-Xbox port? Ive had this devkit for a while now. I think Epic Online services enables cross play, that'd be cool
-battle royale disc golf
Thanks! Rob
Small Update 1/30/22
-fixed the putting preview line and re enabled it -split the project up into multiple .pak files. this should help with the long update times, as it doesnt have to rewrite the entire project files for a small update. It may be the same for this update, but in the future they will be faster
Small Update 1/23/22
Substepped Physics. -This is a pretty big change that will affect all of the physics in the game. before physics were adjusted for delta time, but 30 big forces will have a different effect to 120 small forces, resulting in substantially different disc flights at different framerates. now the physics is separated from the framerate, resulting in smoother flight for the majority of players -The big effect is now everyone will see the same result for each throw, whether at 30 or 144 fps
General Changes -swapped over to new logo + new flag on the baskets -reduced nose down on putts, resulting in flatter flights -some changes to make tap ins more reliable
Woohoo! cant wait for yall to try it, disc flight looks better than ever. this will also give me a good base to make further changes to the physics, with more predictable results along a range of conditions
Rob
Small Update 1/6/22
Just a small update, while I am still working towards adding online mutliplayer.
-Updated the engine version to 4.27. I believe this is the reason the update is almost 7GB.
-Loading Screens, with tips! Looks a good bit better than the game freezing up every time it loads a level.
-Players can no longer shoot out a beam of light when it is not their turn.