Hello folks!

Today’s update on Boss Golf is again on the financial side of things: Contracts and Objectives!

Contracts are something that will be featured heavily in Boss Golf’s campaign mode. Every golf resort you get the chance to manage will come with an accompanying contract, which sets out the duration of the term, the salary your character will receive for his job, and the Objectives by which your management performance will be measured.

In the campaign mode you will have the chance to manage multiple resorts at the same time, flying between them for the occasional changes and tweaks and important events. Keeping an eye on the contract will let you know how close you are to fulfilling the expectations of the board, in order to guarantee a renewal or an extension, continued business. As the owner of the wanna-be premier golf resort tycoon company, you’re only as good as your customer base is!

In the scenario mode, as well as for the demo of the game, your contract will become the single list of objectives to fulfill in order to achieve a victory. Think of it as a bite-sized version of the campaign mode, for when you just want to manage a single resort up to stardom, or try different ways of achieving the same objectives.

The current implementation features a struct that makes up your Contract, attached to the resort you are currently managed, and a class for Objectives, which is inherited and connected via an interface. This allows me to design a great number of objectives that can be attached to any contract, and make them as custom as I want them to be, and as easy to implement. When using the scenario editor, you’ll be able to choose the contract objectives you want, as well as tweak the parameters to what you think would be interesting values.

The current list of objectives contains:

Monthly Revenue: Reach and maintain a minimum monthly revenue

Reach and maintain a minimum monthly revenue Yearly Revenue: Reach and maintain a minimum yearly revenue

Reach and maintain a minimum yearly revenue Membership: Reach a minimum number of members for the resort

Reach a minimum number of members for the resort Daily Attendance: Reach a minimum daily attendance

Reach a minimum daily attendance Average Daily Attendance : Reach and maintain an average daily attendance

Reach and maintain an average daily attendance Monthly Attendance: Reach a minimum monthly attendance

Reach a minimum monthly attendance Average Monthly Attendance: Reach and maintain an average monthly attendance

All of these can also be further customized in terms of time limits and whatnot. More objectives will be added as the ideas appear/suggestions are received!

So for 0.4, you’ll be able to play through the game with a basic contract and goal in mind. Achieving that contract means a winner is you!

Of course, there’s still many more systems to come. Last for 0.4 will be overhauling how the decorations are placed, to keep in line with the slow way of doing things. Trees will be given the option to be bought either as a sapling, growing over time, or as a full grown tree, which costs a lot more but is already done. You’ll also have more control over the placement, being able to put them exactly where you want them to be, and the little landscaper will go in and plant them for real. (until that time, they’ll be stakes placed on the ground!).

This should also make you more carefully think about removing a specific tree. Perhaps adding an option for moving a tree to a separate area instead of simply removing it could be worth investigating (later, of course!).

Stay tuned for more updates!