Hello everyone and welcome to the 
first devlog for Mini Golf Tycoon.   That name is not finalized, so if you have any 
suggestions let me know in the comments. Anyway,   MGT is about building and managing your very own 
mini-golf franchise. I know there are a lot of   games like this out there, such as Sim Golf and 
Golftopia, but those are about normal-ish golf,   not the miniature version. And I have some 
tricks up my sleeve to make it more unique. To start things off, let’s talk about the 
building. I have already started work on   this system, but it is most definitely not 
finished. The goal is to be able to select   a piece of the course you want and place it down. 
The holes will be separated as different objects,   so you can select them and change some settings 
like what par it is and the name of the hole.   My goal is to have a massive selection of 
things to collect and put on your courses. But how do you collect said pieces? 
Let’s talk about research.

In MGT,   your franchise will have a level/rank. You level 
up by getting XP, which comes from completing   challenges that will pop up every now and then 
just like the challenge mode in Planet Coaster.   When you level up, you can get some 
research points or special items.   You use those research points 
to unlock things in a tech tree. But challenge mode is only one of the three 
different game modes I want to include.   There will also eventually be a campaign with a 
story and scenarios that lead the player into the   game and teach them the basics. And finally, as 
all creative games have, a sandbox mode. You will   have infinite money, everything researched, 
and a few extra options to have fun with.

To own a mini-golf place, you need guests, 
right? Guests will be able to come into your   mini-golf place to play holes, buy stuff, and 
have fun. You need to keep them happy with decor,   shade, and services they need 
like bathrooms/food. I want you   to be able to name them and see their 
thoughts like any good management game. And one of my favorite features that I 
have planned is the first-person mode.   You will be able to walk around your holes and 
play them, testing them out.

You might be able   to interact with the guests, too. As well 
as yell at staff which will hopefully be the   first update after the early access release, 
which is why I haven’t talked much about it. The game will be physics-based in terms 
of the ball and the playing of mini-golf,   but there will be lots of fun animated 
decorations for you to research and place.   I have already been working on one, the classic 
windmill. The way these will work is that you   can choose how many entrances and exits there 
are for the ball, but they go in preset places.   So you can have 1 entrance, and 3 exits and it 
will randomly choose which one to shoot out of,   or 2 entrances and 2 exits, where it 
won’t be random unless you set it to be.

This is quite a big project so I don’t 
expect to finish it anytime soon.   If you want to see what updates 
will be coming next, look in the   description for a link to my discord 
server. I will post a roadmap there,   as well as other random progress updates. 
I look forward to seeing you there! I love good soundtracks for games, (my fav is 
Stonehearth) and I want this one to have one.   I am terrible at making music, so I 
have someone helping me out with that.   They are also helping out with 
ideas, but I also want to hear   what you think! Put suggestions in 
the comments or my discord server! Over Halloween weekend my family went to Austin 
for a ghost tour and to play Mini Golf.

We went to   Dreamland and Peter Pan Mini Golf. I have pictures 
from both for inspiration. So let’s look at them. Ok, so this part of the devlog is 
actually me talking in real-time.   I am going to go over some of the pictures 
that I took in Austin at 2 mini golf places.   This is at Dreamland in the Dripping Springs 
area. This is a hole that I thought looked really   cool. It’s really long and it has elevation 
changes. This is a sheer dropoff right there,   like, this goes straight down. And then it 
curves around, so I need to figure out how to put   elevation into my game, which is probably going to 
be a challenge because of how my building works,   but it might not be? I might just use 
some different pieces that can go up.   It swoops through here and then, I don’t 
know if you can see very well down there, but   there are 2 different ways it can go so I am 
going to need splitting pieces.

This was on a   hard course so there were like 3 different kinds 
of holes and each one was a different difficulty,   but, that was the only one at Dreamland, 
let’s move on to the next one.  I thought this one had a really cool 
layout, the way you’re supposed to do it.   I just thought it was really cool, it 
doesn’t have anything for gameplay,   I just thought it was really cool. You start 
here, you can kind of see my shadow, you have to   hit it and angle it so that it goes here, up this 
hill, and into the hole. I think I got really   close, I didn’t get a hole-in-one on this one but 
I think I got really close. I hit it at the right   speed and angle to go up that hill and back down.
Here, I just thought this one looked really funny,   so I am probably going to do a lot of pieces 
like this. You hit it up and it goes into   the whale’s mouth and it comes out the butthole 
on the other side.

I thought it would be cooler   if it shot out of a blowhole, but that wouldn’t 
be in real life but I could put it in my game.  Here is a bridge. This is like a multi-directional 
thing so bridges are gonna be something cool.   You start over here and you have to angle it off 
down here, and then get it to go over the bridge,   and there is stuff on the other side, but 
I thought the bridge also just looked cool.  And this is obviously something I would put in 
my game, but since the game is physics-based   I don’t know how well I can do it, but it just 
goes through the loops, and over there.

I think   I got a hole-in-one on that one maybe. This is 
what I was talking about earlier in the devlog   when I was talking about entrances and exits. 
This is the last hole and you could go down   this one, this one, or this one. It kind of curved 
over in the back, there was a hump and you had to   angle it right on the hump to get into a tube 
because there was also like a wall right there.  But that’s basically the inspiration I got 
from photos, I have a few more. Thanks for   watching this video, it really helps out 
a lot, and I’ll get on with the devlog! I have so many more things planned. I hope 
this game eventually ends up on Steam,   so I want to try to have Achievements and Workshop 
integration.

This game is something like my dream   game because I love simulation/management 
games, and mini-golf is a fun hobby of mine.  So that is what MGT will look like, and 
how many things I actually have to add.   The game is just a passion project, as I am still 
in school and have some other things going on.   So that means probably roughly 10-20 hours a 
week if I feel like doing it. Sometimes more if   I am really motivated to push out a feature. 
I hope to have an early beta by February,   but that is just a dream and probably won’t 
happen.

A more reasonable date is this summer. I thank you all for watching Devlog #0   for Mini Golf Tycoon. I hope you enjoyed 
it and I will see you again very soon. Bye! comment “i like turtles” if you are reading this.