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minigolf's Issues

Physics adjustments

Played a bit the other night, just a few things that felt off

  • Friction is too high with default surface
  • Max power is too high, probably compensating for the high friction
  • Air drag is too high, ramping the ball should feel rewarding

minigolf_hole_bounds and ent_platform lag

came across this issue when I was setting up minigolf_hole_bounds ents for my minigolf_buildsite map

The combination of the spinning auger drill and the bounds ent causes a lot of server lag. I'm guessing this is caused by in part the number of faces for the collision mesh on the drill because when I try a simpler mesh parented to an ent_platform it works fine.

here's a simplified scene showing the issue, if you have the hole_bounds enabled you'll get lag if it's disabled it runs fine
minigolf_test.zip

Sound sourcing

Need to source some basic licensed sounds to make the game come alive more.

Gameplay sounds:

  • Impact sounds for various surfaces: grass, sand, ice, wood, concrete / brick
  • Varying swinging sounds based on power
  • Audience feedback: ovation to half assed applause

Voices:

  • Par
  • Hole in one
  • Birdie
  • Bogey

UI:

  • Feedback noise when toggling scoreboard at end of round.
  • Feedback noise for switching between who you're spectating.

Should we provide some basic soundscapes for map authors to use so maps don't sound empty?

Platforms does not effect the ball

I'd like to have moving platforms that move the ball with it, at the moment the ball doesn't move with the platform stays stationary.

Also allow platforms to better push the ball, I have hammers that swing around and ideally should push the ball off the map but they just nudge them a bit at the moment.

Customization menu

Add customization akin to Unicycle Frenzy

  • Trails
  • Colors
  • Ball materials

Teleporting brush entity

Currently the trigger_teleport brush entity doesn't work for Minigolf, perhaps could an entity be added that allows the ball to be teleported from A to B?

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