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Bad Golf: Community Edition

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I love this! I am a programmer also but I think you guys have those coming out of your ears so I'd like to submit something else to you. I am also a musician/composer and naturally, Bad Golf requires some Bad Music. I created an utterly ridiculous piece of hard metal for a competition a while back. I'm thinking it could be part of the soundtrack for Bad Golf?? Have a listen, if you want it, download it and use it with my blessing (give it a minute for the insanity to kick in!).

http://www.soundclick.com/bands/page_songInfo.cfm?bandID=183977&songID=10820687

I can also compose more music specifically for the project, just give me s short brief and I'll see what I can come up with :)

dude holey moley that song is weird? was it done with midi guitars and stuff? sounds ridiculous! lost for words!

and yo check the previous pages, I think if theres any one thing we have so many people it isn't programmers its a lot of people that want to do sound. so if you can program, don't hesitate to talk to the other people because we need more programmers for sure :) you definitely have a leg up on me since you can program so you might be able to find stuff that needs doing that others might not have thought was important or anything. Basically theres plenty room for everyone to use all their skills :) and you don't need to limit yourself if you don't want to :)

i also love how you wrote "mellow" as the genre for that song! :P

edit: Didn't post this here yet, made a new version last night with DOUBLE BASS just for Patrick :)

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Please contact me if you need help with sound design, mixing, music or the likes, I'd be glad just to do some of it for fun. I have access to some (very) high end equipment here as well, so it's no problem =)

Seems like sound is popular though, maybe there's not much to do there any more.

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This is great! I really love this initiative.

I cloned the git repository and played with it a bit. There are obviously things to do there, but amazing progress in such short time!

@Cheeseness, I think there are some more programming tasks there that are not added such as having the game logic (the last part of Patrick's post on the vision). I also see many hard coded values in the code which should be discussed what should move to something external. So I suggest we break it down a bit more. I couldn't find a lot of options to contribute in the open issues, despite the fact that there's still much to do. Do you have such a list? Do you need help on that?

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This is great! I really love this initiative.

I cloned the git repository and played with it a bit. There are obviously things to do there, but amazing progress in such short time!

@Cheeseness, I think there are some more programming tasks there that are not added such as having the game logic (the last part of Patrick's post on the vision). I also see many hard coded values in the code which should be discussed what should move to something external. So I suggest we break it down a bit more. I couldn't find a lot of options to contribute in the open issues, despite the fact that there's still much to do. Do you have such a list? Do you need help on that?

Broader game logic stuff is covered in #23, and definitely needs breaking down into a more granular set of tasks. I was planning to get to this after we get a build out that has driving, golf mode, and networking all happening together (currently this stuff is fairly disparate), but there's no need to not move ahead with starting to prototype up if there are people keen to move ahead with that.

The GitHub issue or IRC are the best places to start to bash out how that's going to move forward.

So far as hard coded values do, that's going to get cleaned up as we go. Almost everything we have right now is proof-of-concept. Goldenheaven has also implementing a configuration handler that will allow us to read that sort of stuff from file, so we'll probably hold off on doing anything large scale until that's in place and working nicely.

Please contact me if you need help with sound design, mixing, music or the likes, I'd be glad just to do some of it for fun. I have access to some (very) high end equipment here as well, so it's no problem =)

Seems like sound is popular though, maybe there's not much to do there any more.

Please don't let existing work/effort deter you from contributing something that you find rewarding. The goal here is to allow everybody to contribute and feel engaged. Additional game content is awesome to have, and the opportunity to collaborate with others in the community shouldn't be overlooked.

We'll be aiming to have options for selecting additional carts, music tracks, player models, etc., and even if something gets re-written or improved upon, just being a part of things can be rewarding and is definitely of value :)

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I love this! I am a programmer also but I think you guys have those coming out of your ears so I'd like to submit something else to you. I am also a musician/composer and naturally, Bad Golf requires some Bad Music. I created an utterly ridiculous piece of hard metal for a competition a while back. I'm thinking it could be part of the soundtrack for Bad Golf?? Have a listen, if you want it, download it and use it with my blessing (give it a minute for the insanity to kick in!).

http://www.soundclick.com/bands/page_songInfo.cfm?bandID=183977&songID=10820687

I can also compose more music specifically for the project, just give me s short brief and I'll see what I can come up with :)

dude holey moley that song is weird? was it done with midi guitars and stuff? sounds ridiculous! lost for words!

and yo check the previous pages, I think if theres any one thing we have so many people it isn't programmers its a lot of people that want to do sound. so if you can program, don't hesitate to talk to the other people because we need more programmers for sure :) you definitely have a leg up on me since you can program so you might be able to find stuff that needs doing that others might not have thought was important or anything. Basically theres plenty room for everyone to use all their skills :) and you don't need to limit yourself if you don't want to :)

i also love how you wrote "mellow" as the genre for that song! :P

edit: Didn't post this here yet, made a new version last night with DOUBLE BASS just for Patrick :)

Haha, yeah it's pretty weird! And yes those are dodgy MIDI guitars! Bit of background, I've been a member of the Soundclick community for LONG time and every now and then we do little comps. This particular comp was called N00b Alert! The aim was to create a bad track but it still had to convince you that the author truly believed it was good! Any way, since Bad Golf is very tongue in cheek it seemed to fit the bill :)

I am actually a serious musician so if I get the time I'll prob try and come up with some in-game music to complement what you have already done.

I didn't realise sound was more popular than programming so I'll certainly take that under consideration, although I've never created anything in Unity and never made a 3D game either. If I get a spare evening in the next few days I'll fork the repo and take a look at what I can contribute.

Cheers!

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Please don't let existing work/effort deter you from contributing something that you find rewarding. The goal here is to allow everybody to contribute and feel engaged. Additional game content is awesome to have, and the opportunity to collaborate with others in the community shouldn't be overlooked.

We'll be aiming to have options for selecting additional carts, music tracks, player models, etc., and even if something gets re-written or improved upon, just being a part of things can be rewarding and is definitely of value :)

Ok well, my strongest motivation is helping out. I don't see it super-neccessary to put my own music out for the project, if others want theirs. But as I said, if anyone needs help with sound or music I'd gladly help. Effects seem to be sorted out, might come over with some variants, heavier motors and stuff like that, and I might throw together a song or two that'd be 100% optional for you to use or not.

Seems like metal is the theme for this game? Never played the first one so not sure about the general vibe of the game or music tbh. But I get the idea that it's a bit madness-ey:)

We'll see what happens:)

Edit: Jason, what gear and plugs are you using by the way? just out of curiosity. Drums gotta be DKFH or superior drummer, right?

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Seems like metal is the theme for this game? Never played the first one so not sure about the general vibe of the game or music tbh. But I get the idea that it's a bit madness-ey:)

Mayhem is definitely the key thing!

The big secret is that there was no Bad Golf 1! Though Patrick has apparently had the concept for the game for some time, the world didn't hear about Bad Golf until Amnesia Fortnight 2012, where it (sadly) didn't make it through voting. Trivia win! :D

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The big secret is that there was no Bad Golf 1! Though Patrick has apparently had the concept for the game for some time, the world didn't hear about Bad Golf until Amnesia Fortnight 2012, where it (sadly) didn't make it through voting. Trivia win! :D

Maybe not by Double Fine, but a completely separate, unrelated

already exists. It's an indie game, and it is pretty terrible.

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Any deadline? Thinking of making one song kind of mayhem(/bit death)-metalish, and one more electro-based, but still pretty gritty. Then it'll be up to you if you decide to use them or not, making music is fun either way, don't really have much work atm:).

Things like bitrate, samplerate, format, would be good to know, since you'd generally want to keep all of the music and sound the same compression and rates.

length, loopable?, could also be good to know, to get a feel for your idea. :)

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Any deadline? Thinking of making one song kind of mayhem(/bit death)-metalish, and one more electro-based, but still pretty gritty. Then it'll be up to you if you decide to use them or not, making music is fun either way, don't really have much work atm:).

Things like bitrate, samplerate, format, would be good to know, since you'd generally want to keep all of the music and sound the same compression and rates.

length, loopable?, could also be good to know, to get a feel for your idea. :)

I don't think we have decided on a deadline. I think we need to have one, otherwise we could just iterate on this forever. It'd be nice to have something solid by the end of AF. Thoughts, everyone?

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It would be nice indeed. The only caveat is that this is only the fortnight part and no amnesia. I'm assuming most contributers continue with their daily regular job. So it may be OK to choose a different timeframe if that would help bring a prototype that shows enough of the concept.

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Wow, this stuff is amazing. I Did some warm up painting before work today. mostly just some thoughts on how to handle the horizon, skybox, and sand (forgive me for the terribad trees).

Inspiring stuff people keep it up!

PO.jpg

PO.jpg.b68cf61a2fc376313dd04879434fc7ce.

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Lol, would be cool if there were 1-3 holes per map, one per green, which randomly burst out some flames or something. MAYHEM

(maybe I'm out on the wrong path here)

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It would be nice indeed. The only caveat is that this is only the fortnight part and no amnesia. I'm assuming most contributers continue with their daily regular job. So it may be OK to choose a different timeframe if that would help bring a prototype that shows enough of the concept.

I'd love to see a "version" done at the end of our AF.

Something that could be referenced as, "the community was able to put this amount of content together during the duration of Double Fine's Amnesia Fortnight". Something that could be referred to for future projects.

This "version", by the way, doesn't have to be complete or final, but it should have all the bows tied and maybe a quick layer of polish applied. After this one is complete, a new deadline could be made for the final product.

Of course, it's easy for me to throw out ideas like this when I'm not working on it. :)

You guys should agree amongst yourselves.

Good luck!!!

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Wow, this stuff is amazing. I Did some warm up painting before work today. mostly just some thoughts on how to handle the horizon, skybox, and sand (forgive me for the terribad trees).

Inspiring stuff people keep it up!

Very cool! A painted skybox would be a great contribution.

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Day 9 (wow, time moves fast) in-game screenshots:

Ball's eye view of the course (it's in the air, not huge):

7DpUvWX.png

First round of golf played from start to finish (I started way over the other end of the course):

kkRoGXe.png

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It would be nice indeed. The only caveat is that this is only the fortnight part and no amnesia. I'm assuming most contributers continue with their daily regular job. So it may be OK to choose a different timeframe if that would help bring a prototype that shows enough of the concept.

I'd love to see a "version" done at the end of our AF.

Something that could be referenced as, "the community was able to put this amount of content together during the duration of Double Fine's Amnesia Fortnight". Something that could be referred to for future projects.

This "version", by the way, doesn't have to be complete or final, but it should have all the bows tied and maybe a quick layer of polish applied. After this one is complete, a new deadline could be made for the final product.

Of course, it's easy for me to throw out ideas like this when I'm not working on it. :)

You guys should agree amongst yourselves.

Good luck!!!

I agree with this. If this were to become a part of future AFs, I think we should try to stick to the same deadline as well.

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It's amazing what's been done so far. I've been looking through the issue tracker to try to find and create things that I could contribute to help get this to a releasable prototype stage. It would definitely be great if we could get this out by the end of Amnesia Fortnight, and it would indeed be totally awesome if the community fortnight became part of the official Amnesia Fortnight in the future. :)

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There should be some levels that take place in cities and suburbia. Maybe you can play through people's houses. BAD GOLF 2!

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This came at the worst time for me but I'm really impressed. I hope next year I can be involved in more than just watching from the side!

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If I wasn't busy with my own projects at university I would so be involved in this. But I've got my own game to make, in the next 5 weeks.

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Things like bitrate, samplerate, format, would be good to know, since you'd generally want to keep all of the music and sound the same compression and rates.

length, loopable?, could also be good to know, to get a feel for your idea. :)

We've been throwing 44.1khz WAV files up into the asset sources repo so that when it comes time to do a polish pass, we can make sure that everything in the game uses similar encoding.

We've been aiming for loopable for menu tracks, but for in-game stuff, we're looking at non-looping tracks (though if anybody wants to make loo

[i don't think we have decided on a deadline. I think we need to have one, otherwise we could just iterate on this forever. It'd be nice to have something solid by the end of AF. Thoughts, everyone?

Actually, iterating over the game forever sounds like an ideal situation for this. There's no real value in putting an end date on the project - people should feel free to come and go over time. The beauty of having source available is that it never needs to die.

We'll definitely do an "Amnesia Fortnight build" showing how far we've managed to get in two weeks, but that definitely doesn't need to be a source of pressure or stress for anybody, or a reason to abandon the project (I fully expect that people will move onto other things when it's done, but I also expect that there will be others who will have more free time once the AF streams finish) :)

This came at the worst time for me but I'm really impressed. I hope next year I can be involved in more than just watching from the side!

Bad Golf: Community Edition isn't going anywhere. Feel free to get involved later when spare time is more available :D

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This looks awesome! I especially love the Brad Muir Head. Do you plan on having the whole player roster be Double Fine Employees? Don't forget Redbot ;)

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It's time for another status update! :D

Jenni has contributed some player sounds (issue #15)

lowmankind's cart is now in the assets repo and invadererik is working on getting it into the game (issue #2)

Lokno and The Mad Pirate have been working on camera terrain avoidance (issue #36)

7d750e1a-9afb-11e3-9973-f1f5f8d1eba7.jpg

lightsoda has been working on some shaders, fog and lighting (issue #67)

_vKsoDA2gTw

lightsoda has also been working on menu stuff (issue #24)

cc6a2f6a-9aff-11e3-89d3-5a3140b58eee.jpg

Josh S has been working on a cart model which we've seen earlier in this thread (issue #2)

bobsayshilol has moved us across to our new folder structure (issue #63)

bobsayshilol has also been continuing to tweak network features (issue #20)

invadererik has been working on input stuff and is testing with a bunch of controllers (issue #62)

7DpUvWX.png

Lasd has been continuing to work on the golf simulation (issue #22)

pLaF0aFMyqU

Xexano has been working on player facial animation (issue #59)

TheAppleseed is working on a pause screen (issue #73)

Goldenheaven has also been working on getting the new cart system working with networking.

We've also had contributions from MaritalWheat and osse101 for a swing power meter (issue #25) and an in-game pause menu (issue #73) respectively which we're hoping to merge soon!

Not bad for 9 days' work!

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Indeed, it doesn't look too shabby compared to the official AF projects. It's nice to see that we get 5 prototypes this year after all! ;)

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The progress looks amazing! I can't wait to play this at the end of AF along with the other protos.

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Hahaha you guys are amazing! I hope this is the start of an AF tradition.

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