As Jackhammer said, there are probably easier ways of writing a minigolf game.
However, if you are set on writing it in AGS - and why not? it's a challenge, which is why I guess you'd want to do it - the best approach would probably be to
- restrict courses to 45 degree angles (so you can do collision responses with the edges of the course easily)
- draw the whole thing totally top down and use walkable areas and shading to indicate slopes
- use a rotating line aiming system
- use a 2 or 3 mouse click timing system for determining the strength and accuracy of the shot
- use fixed point maths (or a floating point plugin if you want to cheat!) for the ball physics
- add some obstructions as moving objects - by restricting these to 45 degree angles too you can bounce off them easier
Looking forward to it as a minigame in an adventure!
Steve
However, if you are set on writing it in AGS - and why not? it's a challenge, which is why I guess you'd want to do it - the best approach would probably be to
- restrict courses to 45 degree angles (so you can do collision responses with the edges of the course easily)
- draw the whole thing totally top down and use walkable areas and shading to indicate slopes
- use a rotating line aiming system
- use a 2 or 3 mouse click timing system for determining the strength and accuracy of the shot
- use fixed point maths (or a floating point plugin if you want to cheat!) for the ball physics
- add some obstructions as moving objects - by restricting these to 45 degree angles too you can bounce off them easier
Looking forward to it as a minigame in an adventure!
Steve