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Our characters first steps - Golf Dev Blog - News - Articles - Perfect Parallel

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Our characters first steps


Just a small update, but I wanted to share it with you
UPDATE :

Just a small update, but I wanted to share it with you

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First golfer character

Check out the first images from the character I'm building. The clothing is modeled on real life references, and using normal map blending will show the correct wrinkles when he's in backswing, address and follow-through.

Characters will be a really important part of our game, their gritty realism, the way the clothes react to the wind, how life-like they move and react to shots and interact with the environment.

Eventually I think customization will be a big feature too, where users can modify the look, colors, designs or add club logos. I have a lot of ideas planned for the customization system which I hope to implement in time, but in the initial stages one male and one female character is my focus for now.



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Posted Image Interface Mockup

Here is a quick mockup I put together showing how perfectGolf could look like when you unlock a new piece of clothing / gear. You would be able to rotate and view a 3d model of the clothing, so you can see it from angles, and see it's special qualities.

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20 Comments

Holy Shamoly! Just get in from work and see this in the blog. Loving it. I know there are some who will frown on the 'unlockable' items idea, but I'm all for it, as long as there is a decent stock catalogue of clothing and equipment to choose from.
Lenny Nordmann
Aug 14 2012 05:41 PM
Nice project Mike and crew! After using APCD for a while, I used the area geodata for our Navy Disk Golf course in Florida. It's overhead view helped win a cool brochure graphics comp of national collages. As a designer, I'd like to see folks taking their golf cart to chase down their shots so as to appreciate my master gardener skills in planting. How about that? No more teleporting to the next shot! -Lenny
I have no problems with un-lockable gear/clothing AS LONG as it is not required to improve the 'live" players ability. That would be a deal breaker for me. Jerry
Jason Girard
Aug 14 2012 06:23 PM
I know that more information will be released in time (as the project progresses), but for items that are unlocked.....I'm just curious as to how items will be unlocked? In other words, will this be more like a TW game in that you have to complete stages, events, and objectives, or will these require some sort of purchase(s)? Again, I know that more information will come out in due time, but I was just curious.
Agreed Jerry. Good point. Adding attributes to the players ability with unlockable items makes the game 'arcade' and I would rather prefer the Links 'sim' approach, where it is all down to the player sat at the PC how good he is, without having golf balls that add 10 yards, shirts that add to short game, visors that improve putting etc.
Adding to Jason's post and seeing the mocked up Footjoy shoe image. Will 'PP' be able to include the likes of Footjoy, Taylor Made, PING, Nike, Callaway etc. or will there be licensing implications to having brand names available. Would it be like PCARS where the none licensed content has alternative names. So could we see Funjoy, Raylor Fade, TING, Mike, Cashaway etc.
Just like in real life you might be able to squeeze out a little by optimising your equipment. I spent a couple of hours at a Trackman centre earlier this year trying out different driver heads, lofts, shafts, lengths etc to try and maximise my potential. I see nothing wrong with doing things like this in the game as it mirrors real life. We are definitely against anything that might be considered 'game breaking' though ie clubs with silly bonuses etc as that's the way you ruin realism and therefore ruin the game.
DrRobMiller
Aug 14 2012 11:17 PM
Howdy perfect parrallel guys. You may know me from Links 2003 for my courses. I'm so excited to see the progress your wonderful team of designers are making on the next big golf simulation. I look foward to teeing it up in a tournament and having to back off from my put while watching a player on the hole next to me tee off! My attention is now all yours,...can't wait until the next pics! Rob Miller
DrRobMiller
Aug 14 2012 11:22 PM
I'm so excited to see the progress your wonderful team of designers are making on the next big golf simulation. I look foward to teeing it up in a tournament and having to back off from my put while watching a player on the hole next to me tee off! My attention is now all yours,...can't wait until the next pics! Rob Miller
Hey guys, Rob.. Nice to see you here.Thanks for your comments. You're spot on with your thoughts on the vibrant game world, I want to see other players teeing off too. Or putting in the distance on a green while you are taking your drive.
Glad you like what you see Daz, Thanks for your comment. The Footjoy image is just one of many many mockups I have done while working out the visual look of our game. There is still a lot of work to be done in this area, but I wanted to give a tasted of the interactive nature of the game. I want each unlock to feel special. Regarding the licensing implications, we are in ongoing discussions with different manufactures along with course architects, clubs and people. So it's definitely my goal to have all licensed gear rather than fake names. Something to stay tuned on.
I really can't wait! Obviously you won't be able to get pro's into a studio plot their swings. Will it be possible to 'trace' it from " Konica Minolta Biz Hub Swing Vision" video's which is widely available? I always liked the idea of the animation standing behind the ball while you make your decision about the wind, what club to use and the type of shot you want to play and then only when you are ready the ani will address the ball. Adriaan
Wow, the player imaging looks excellent! Draping clothes and everything. Quite realistic. Seems that no details are being left to chance. Stoked! --K
The ability to pull out a yardage book and look at the pin positions swales and tilt of a green before hitting would be nice so as not to find out when you get to the green that the hole is on top of a 45 degree incline and you now have a fifty foot putt with a two foot incline in front of you. The mind boggles at the thought and work you guys are putting into this project. I hope it's everything you imagined it to be when you started.
WOW! That Ani looks terrific. Don't forget about us guys that like to wear shorts and no hats...lol Spectacular Work !!
Hi HighFade, Glad to see your enthusiastic! We can definitely trace pro swings from those types of videos. They are a really good resource to us. We do have plans soon to take over a mocap studio for a couple of days and invite a few pros along too. The other animations you talked about, that's really important to me too. The animations linx had were really nice to seat your character in that 2.5d environment, and I'd like to expand on that. Stay tuned, as an animation blog post is not far off! J
Absolutely! I like that idea too. It's quite a balance to give the player enough information to have a realistic chance of sinking a putt if he calculates and performs everything right, and making it too easy and unrealistic. Someone else mentioned difficulty levels, and that's probably where those things can be scaled up and down. I can think of some artistic ways that we can visualise these types of things.
Daz Webb (Dazmaniac)
Aug 21 2012 07:09 PM
Love the glove. In the sim its probably something so small and insignificant so some, but loving the effort being taken. Even had me passing a few minutes before tea to have tinker with it in m photo editing prog and come up with a glove I am usually found wearing when I play - the Footjoy Sciflex. Would love to be able to don the same in the sim. http://www.offlineto....uk/PPGlove.png
Hi guys, You are doing a tremendous job, looking at the screenies and videos, it's pretty amazing. You rock, this game is going to be PERFECT ! keep up the good work ! Cheers James
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3199E5kennetharry
Aug 27 2014 12:23 PM

'sorry couldn't find that '  thats all i get from everywhere