I love how fast this plays. I do not love the commentary......at all :fp:
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I love how fast this plays. I do not love the commentary......at all :fp:
:D
Montana? As in Hannah?
That's your game too, JB.
Is this a free to play or how much is cost to get golf club?
I'm guessing no more than $20.
I'm thinking it won't be a full $60, but it also won't be $20. I'm gonna split the difference and say $40.
Well I thought it was a downloadable only title? Or was that not confirmed?
I'll go with $40 via DL or Disc.
Make those litter boxes deep :D
http://www.youtube.com/watch?v=cWyHy_AgcQk
The more I watch/learn of this course creator the more I think that if the game just plays decently the creator will be worth the purchase.
That would be 80% of the reason I would buy the game... it definitely looks like you can create essentially any course imaginable so long as you have the patience. I've always wanted to create the course that I grew up playing in a video game and it looks like I could certainly do that here.
I hope there are more backdrops than just this forest for a course creator though.
Check this at video at 57 seconds http://thegolfclubgame.com/2014/01/1...rse-creator-2/
Seems plain, alpine, beach, autumn and Links are available (or will be, but he states "work in progress") at launch
The latest blog talks about the role of telemetry in the game:
One of the key development goals for The Golf Club team was to target and track a vast amount of telemetry about the rounds being played on the courses created. We are able to view statistics for every shot played in the game – from the accuracy of the swing to the speed of the club head to the amount of draw or fade – which will not only provide us with valuable insight as to how the game is playing or how courses are shaping up when it comes to gameplay balancing but also enables us to ultimately share this data within the game for everyone to see. Eventually you will be able to see statistics for everything to do with courses, holes and players.
If you have created a course you will be able to see high level data such as every round played but also detailed information such as heat maps for each hole showing where shots such as drives and approach shots have been landing. In theory, you could even sort this data to select certain players, certain rounds or other criteria. This will be invaluable in the course design side of things. If you are playing a course you will be able to see typical information such as how many birdies there have been on this hole, but also longest drives, average drive distance, drive accuracy, green in regulation, longest putt, the average number of putts and so on.
The only thing holding back this process is the parsing or sorting of the data and then displaying it. That will take a little time so not everything will be ready for launch. We will be tracking the data from day one but the collation and inclusion of some of it visually in the game might come a little later.
Full blog available here.
Here is part two of the Telemetry blog.
The second part in the Telemetry Development Diary entries demonstrates, using the data from the Closed Beta 3 build, the next level of analytics that The Golf Club is capable of tracking including Club Head Speed, Carry Distances, Swing Accuracy and Longest Putts Holed.
The Closed Beta build 3 was a success for the development team. We made some key changes to the gameplay that seem to have been well received and moved things closer to one of the key goals of the game – making a golf game that is straightforward to play but difficult to master. The basics must be fun and intuitive. We want everyone to be able to pick up the game and instantly be able to hit the ball. However, we also want the best scorers to truly be the best players. This comes from being able to understand the game of golf, understanding its strategies and an ability to read courses. During development, eliminating the swing gauge made a very big difference to the sense of achievement gained from playing a good shot. Now, that has been furthered by removing the shot marker. Removing that precision guide now forces the player to think more about the next shot and generally makes the game more challenging without making it harder to participate and this, we feel, has been borne out by the telemetry.
We asked the Closed Beta players to put in as many rounds on specific courses as they could over the weekend to enable us to get some good coverage of Build 3 with the telemetry tools. The courses were Knoll Down Golf Club, Somerton Park, Weldwood Country Club and Pinehurst River. Congratulations to Closed Beta participant jsgregg for bagging the only Hole in One, on the 17th at Somerton Park, through the 116 rounds.
Full blog available at the link above.
Early Access through Steam released today - reg. price $34.99, 15% off for $29.74.
So that means it'll be $35 or $40 on consoles most likely.
Things are not looking so good for this game right now. From what I have read at the official forums and OS, there are are pretty underwhelmed players. Framerates dipping in the single digits for some and well under 30FPS for many and many people complaining it is way too easy. My hopes for this game have dropped immensely. If you can't hit 30FPS in a golf game...
Hopefully PGA Tour 16 will have a lot of refinements to make it challenging :nod:
Looks great. I just have the feeling it's going to be missing a lot.
So.... do we have a release date for PS4/XB1?
Meh, retail or download, regardless I was waiting until it dropped to $20.
Sent from my Droid Maxx using Tapatalk because I'm a lazy ass
SC Lives - and congrats on 5K! :nod:
This video for The Golf Club demonstrates how the live ball / ghost ball version of multiplayer works.
https://www.youtube.com/watch?v=Z3RBTAYrMtQ
I actually bought this during the steam sale ( probably played about a couple of hours), so if anyone has any questions let me know.
Granted I am playing an early access version, I wouldn't imagine it would be infinitely different.