Time moves on and we have another closed alpha build released this week. We have added a couple more alpha testers who will be joining the program shortly and will hopefully provide us is with some additional feedback to go with the valuable thoughts and ideas currently coming in from the existing testers.
We are 'all system go' at the moment shooting for a Steam Early access release before the new year. This is as close to definite release date I can give you at the moment but all I can say is that we are working around the clock focussing almost exclusively on PerfectGolf to try and get you something to play before Christmas.
With that in mind we are concious that some of the features we really wanted to be in our first public build will most likely not make it in time (motion captured golfer avatar) and rather than chase a futile cause we are putting our resources into the things that we believe we can complete and include. Our goal as ever is to create and deliver a realistic and fun golf game which will have the ability to grow with the community, adding more features as we go.
Those of you who have followed us for this long might know that our background is not in games at all but in fact grounded in real golf. In order to continue to fund ourselves this far we have created apps for the PGA tour and Broadcast products that are used by TV companies around the world. Our course creation software CourseForge is being used by the number one real golf design company 'Nicklaus Design' to help design and visualize their real courses, no stone has remained unturned in our efforts to bring our passion for this game to fruition but as we don't have a large publisher funding us, we have had to be self sufficient and make out own way which sometimes causes delays in what we want to achieve.
Given our background our goal remains to create as realistic experience as possible with all our energies going towards that goal. That doesn't mean you have to be able to play real golf to enjoy PerfectGolf, far from it in fact our physics has been based around tour players ball flight data which means that if you have seen someone do something on TV, the chances are you will be able to replicate it in PG given enough gaming skill!
Our golfing environments have been designed to not only look great but to run on a variety of hardware including less than cutting edge computers and laptops. We want as many people as possible to be able to enjoy the game we are making. We create all our in house courses with 'CourseForge' and as soon as possible after the full game's release we will open this to the public so they can start to create their own content. It's not a 'one click' course building tool, but it's exactly what we use and if it's good enough for Nicklaus design I'm sure you will find the only limits to making your own perfect course will be your imagination.
This week we are refining our GUI to make it easier to use with more options for scalable graphics quality settings, we are testing our multiplayer lobby system so you can play with your friends and we are working on fine tuning the real time of day and weather systems that come with PerfectGolf. Also we are tweaking our graphics and physics properties of our ground textures to try and make the ball reaction on landing as realistic as possible.
Thanks for your patience so far, we are getting closer!