Thanks for the support guys it's appreciated. We are in effect going about this game in a completely different way than any golf game developer before.
We are a group of sportsmad, specifically golfmad individuals, who are creating PerfectGolf because we love golf, we love playing golf, we love watching golf, we love designing courses to play golf on, we love making tools to enable other people to design courses for themselves and others and we love to watch people have fun playing our game. That is what we are about.
We are not a group of people from the games industry who have decided to create a golf game because we think it will make a quick buck or two.
It's an important distinction because although we are swiftly progressing to V 1.0 of our software, we know how far we have to go before we can accurately simulate all the intricacies of the real game which is our goal. Most if not all games companies DO NOT have this goal in mind. They take shortcuts with the physics or 'canned effects' much like some games developers do with car physics and have 'pre canned spins', slides and other unrealistic behaviour. All golf games to this point know the final destination of your ball the instant you have finished your virtual swing - the whole experience is faked.
Not so with PerfectGolf. What if your ball takes an unexpected bobble on the ground, caused my random imperfections in the grass surface, what if the wind suddenly kicks up and knocks your ball out of the air and into the front bunker and so on. This is the task we have set ourselves and this is why one of our first deals was with a premier launch monitor company, so we could compare our in game data with their real ball tracking capabilities.
We will have something for you to play soon and it will be a starting point from where we will continue, with your help and input, to push the boundaries for golf in the virtual world.
Create, Share, Play, Compete.