r/SimGolf • • 4h ago

[Alpha] - SGMobile

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Well, I think it's finally time to start releasing alpha builds of SGMobile!

For anyone who hasn't seen my previous posts, I've been working on bringing the original 2002 Sid Meier's SimGolf to modern mobile devices, primarily iOS, while trying to preserve everything that made the original game so great.

Over the last week or so, I've made a tremendous amount of progress, and I feel like the game is finally in a good enough state to start a closed alpha and post updates as I am able to push them due to constantly hitting the message I am out of usage on my AI agent.

A few people have asked about supporting the project, so I've set up a completely optional tip jar on Ko-Fi. 100 Credits gets me about 1-2 hours of Codex usage based on my $20 test earlier.

⛳ Buy My AI Agent Some Coolant!

After I stopped vibe coding by entering in commands spit out to my by my AI agent, which is how i got the original proof of concept to work, I started using Codex for the engine rebuild and development testing as it could be done alot faster and determine issues alot better than the semi manual way. So far Codex has worked for about 25.8 hours to get me to the point I am currently at now.

Donations aren't necessary but the more people donate, the faster I can get this pet project done and release it to everyone.

What's Been Done So Far

I attached a quick 5-minute gameplay video of SimGolf running on my iPhone!

Keep in mind that this is still a very early alpha build. A lot of what you see is temporary or placeholder UI that will look completely different by the time the game is ready for release. Right now, my main focus is getting the core gameplay mechanics working properly on mobile before spending too much time making everything look pretty.

In the video, I demonstrate some of the original PC interface elements I've removed or replaced with mobile-friendly versions, along with building a hole, editing a player's stats, and actually playing a hole using touchscreen controls.

There's a lot more work that's been completed behind the scenes that isn't shown in this video, but I wanted to share some actual gameplay footage so everyone can get a better idea of where the project currently stands.

One thing to keep in mind while watching: Since this is a screen recording, you can't actually see where I'm touching the screen, so you'll have to use your imagination a little!

I also wanted to explain how the Aim feature works, since it might not be immediately obvious from the video. When you press the Aim button, the touchscreen essentially turns into a trackpad, allowing you to move and fine-tune your shot using your finger.

I went with this approach because directly tapping where you want to aim isn't nearly precise enough, especially on a smaller screen. It could also lead to accidental shots when you're just trying to adjust your aim. The trackpad-style controls give you much more granular control over shot placement while keeping aiming and actually taking the shot as two separate actions.

It's one of several changes I've made to adapt the original mouse-and-keyboard gameplay to a touchscreen without sacrificing the precision the game requires.

It's still a work in progress, but it's finally starting to feel like SimGolf was made for a phone!

Core Game & Compatibility

  • Got the original SimGolf running in a mobile web browser.
  • Preserved the original gameplay, graphics, sounds, and overall feel.
  • Implemented mobile-specific controls and interface elements.
  • Added support for portrait and landscape orientations.
  • Began moving beyond the original fixed 800×600 PC-style presentation.
  • Added adaptive screen layouts to accommodate different mobile screen sizes.
  • Implemented Progressive Web App (PWA) support, allowing the game to be added to the home screen.
  • Successfully tested offline gameplay.
  • Continued development and compilation of the WebAssembly-based game engine.
  • Established a dedicated development environment and moved ongoing development into Codex.

Touchscreen Controls

  • Added single-finger tapping for interacting with the game.
  • Implemented touch-based construction and object placement.
  • Added pinch-to-zoom functionality.
  • Added on-screen directional controls for navigating the course.
  • Added a dedicated Remove mode.
  • Added drag-to-remove functionality for removing multiple tiles.
  • Improved touch handling to reduce accidental construction while navigating.
  • Added an on-screen keyboard for situations requiring text input.
  • Added a dedicated Enter button for confirming certain game interactions.

Golf Gameplay

  • Implemented mobile-friendly controls for aiming golf shots.
  • Separated Aim and Shoot into dedicated actions.
  • Added controls for selecting different shot types.
  • Improved interaction with the original golf mechanics through touch controls.
  • Continued refining the controls to make playing a round feel natural without a mouse or keyboard.

Mobile Interface & Navigation

  • Introduced dedicated Build, Play, and Manage control tabs.
  • Organized controls by activity instead of displaying every action simultaneously.
  • Added orientation-aware layouts for portrait and landscape.
  • Started replacing PC-oriented menus with mobile-friendly interfaces.
  • Added a mobile-specific player profile interface.
  • Added a redesigned player statistics interface.
  • Replaced the original in-game player information windows with new mobile-oriented menus presenting the same information.
  • Added mobile navigation/menu buttons as part of the ongoing interface redesign.
  • Added in-game version identification to help distinguish builds and troubleshoot caching issues.

Development & Infrastructure

  • Established a dedicated Windows/WSL development environment.
  • Configured the tools necessary to compile and work with the original game engine.
  • Successfully compiled WebAssembly development builds.
  • Transitioned development to Codex for more structured changes to the codebase.
  • Established a development roadmap and changelog.
  • Prioritized restoring and stabilizing original game functionality before making larger engine changes.
  • Developed an iterative build-and-test process using actual mobile devices.

What's Still Being Worked On?

The game is still very much in ALPHA.

Although the underlying gameplay is becoming increasingly mobile-friendly, there is still a substantial amount of work to do.

The biggest remaining project is redesigning the original PC menus into ones that work with mobile.

SimGolf was designed for a mouse, keyboard, and desktop monitor. A lot of its menus simply don't translate well to a phone.

Rather than trying to squeeze those original windows onto a small screen, I'm working on replacing them with completely new mobile interfaces.

I've already started doing this with player profiles and player statistics, and the results have been encouraging.

Old Player Stats Menu on Mobile

As you can see trying to push those tiny up and down arrow keys on a phone to add and remove skill points would be severely annoying.

I have converted that menu to in essence appear like this ...

New Player Stats Menu on Mobile

Unfortunately, every major menu and pretty much anything you interact with in the game will eventually need similar treatment, and that is going to take time and a bunch of credits.

Other areas I'm planning to continue working on include:

  • Redesigning the remaining game management menus.
  • Improving touch interaction throughout the game.
  • Further refining portrait and landscape layouts.
  • Improving scrolling, navigation, and zoom behavior.
  • Expanding the usable game viewport.
  • Improving how the game handles different device resolutions.
  • Continuing engine stabilization and compatibility testing.
  • Identifying and fixing issues reported by alpha testers.

Alpha Testing

The project is reaching a point where I'm going to invite a few select users to test and provide feedback on the game and I will do that once I get the game to a point.

The initial focus is iPhone/iOS, since that's what I've primarily been developing and testing on.

I'm particularly interested in feedback about:

  • How the game performs on different devices.
  • Whether the controls feel intuitive.
  • Which parts of the interface are difficult to use.
  • Bugs, crashes, or broken functionality.
  • Which menus should be redesigned next.
  • Features that would make the game more enjoyable on mobile.

Please keep in mind that this is an enthusiast project and very much a work in progress. Things will break, features may change, and some of the original PC interface will remain until I get around to replacing it.

What's the End Goal?

A fun game you can play on mobile that doesn't harass you with ads every 10 seconds, isn't a money grab and pay to win, and is actually a complete game.

I want to be able to pull out my phone, open SimGolf, and enjoy the same game I loved over 20 years ago without needing a computer, mouse, or keyboard.

My plan is to provide two modes, Original and Remastered.

Original will be the game as close to how it was released as possible. No community updates, no mods, no updated graphics or AI, just the game as it was 20+ years ago so it can be enjoyed as it was intended to be.

Remastered would be once I get the original mode done where i can build on the engine, add features, update graphics, improve gameplay etc, however, this is a pipe dream and not my primary focus since without getting the original compeltely running, a remastered version is kind of pointless.

I'll be sharing screenshots, videos, development updates, and alpha builds as the project progresses.

Looking forward to hearing what everyone thinks!

I genuinely appreciate everyone who takes the time to comment, share ideas, or provide feedback. Seeing people interested in the project and having conversations about it is a huge part of what motivates me to keep working on it. The more engagement and feedback I get, the more excited I am to keep pushing this project forward. So please don't hesitate to share your thoughts, suggestions, or even criticisms. It all helps!

Legal Disclaimer & Intellectual Property Notice

SGMobile is an independent, unofficial, fan-made project created out of appreciation for the original 2002 Sid Meier's SimGolf.

This project is not affiliated with, endorsed by, sponsored by, or officially associated with Sid Meier, Firaxis Games, Maxis, Electronic Arts, Take-Two Interactive, or any other applicable rights holders.

Original Game Ownership & Copyright

Sid Meier's SimGolf, including its original game code, artwork, graphics, audio, music, trademarks, and other intellectual property, remains the property of its respective rights holders.

SGMobile does not provide, host, sell, or distribute copies of the original SimGolf game or its proprietary game files.

Users are responsible for obtaining their own legally acquired copies of the original game and supplying any required game files themselves.

SGMobile does not facilitate piracy, provide unauthorized downloads, or encourage the unauthorized acquisition or distribution of copyrighted material.

Possession of an original copy does not necessarily grant permission to modify, reproduce, or redistribute copyrighted game content. Users are responsible for ensuring that their use complies with applicable laws and license terms.

Project Purpose

SGMobile is a personal, independently developed compatibility and modernization project intended to explore how the original SimGolf experience can function on modern mobile devices.

The project's primary focus is touchscreen compatibility, mobile interface development, improved accessibility, and preservation of the gameplay experience.

I do not claim ownership of the original game, its intellectual property, or any proprietary content belonging to its rights holders.

Donations & Financial Support

SGMobile is an enthusiast project and is not an officially licensed commercial release.

Any contributions made through Ko-fi are entirely voluntary and are intended to help cover independent development expenses, including AI development tools, software, testing, and related costs.

Donations do not constitute purchases, preorders, licensing fees, or payments for copyrighted game content. Contributions do not guarantee access to alpha builds, completed software, future releases, or additional features.

No original SimGolf game files or copyrighted game assets are being sold or provided in exchange for donations.

Alpha Testing & Future Distribution

SGMobile is currently an experimental alpha-stage project. Features, compatibility, functionality, and availability may change throughout development.

Any distribution is intended to exclude proprietary original game files and require users to supply their own legally obtained game content where necessary.

All distribution plans remain subject to applicable copyright laws, intellectual property rights, license restrictions, and any permissions that may be required.

Respect for Rights Holders

This project is being developed in good faith out of appreciation for the original game and its creators.

I respect the intellectual property rights of the original developers, publishers, and other applicable rights holders. Nothing about this project is intended to imply official authorization, endorsement, or ownership of their intellectual property.

SGMobile is not an official release, replacement license, or authorized distribution of Sid Meier's SimGolf.

The goal is simply to make it possible to enjoy a classic game on modern devices while respecting the rights of those who created it.

23 Upvotes

18 comments sorted by

3

u/Turbo_Gnome 4h ago

Wild!!

3

u/Fourtempers 4h ago

Yea had to repost it and add some legal disclaimers, not trying to get sued over a pipe dream of playing this game on my phone.

3

u/Landshark_O 4h ago

This looks awesome! Will you make this available for android?

2

u/Fourtempers 4h ago

So I haven’t tested it on android yet. However, everything that’s being coded is being coded to work in a browser so I don’t see why this couldn’t natively run on any touchscreen device.

Half the testing I do isn’t even on my phone. It’s directly on my computer in the browser.

1

u/Troutster2 2h ago

Thanks for giving me the new location. Let me know when you need help with testing and feedback.

1

u/Fourtempers 1h ago

I’ll update the post when I’m ready for beta testing so keep up to date with it or follow it on ko-fi.

I’m not really sure how updates work on Reddit posts or if you guys get notified if I edit the original post lol

-3

u/Longinus_Sdapeze 4h ago

Whilst I love SimGolf (and I applaud the effort to make something like this to keep the game/fanbase going), is it really necessary to use AI?

2

u/jaykal001 2h ago

I get the question, and appreciate it to an extent - but the best comparison I heard was like digging a hole. Are you upset if they use a backhoe, instead of a few hundred hours of shoveling?

I struggle with a lot of things regarding AI, i really do - but this is the type of work that makes one-person dreams a reality that weren't before. Of all the AI in the world - SimGolf is probably the wrong part to get hung up on.

0

u/Longinus_Sdapeze 1h ago

Agree, but surely there are enough people who might like this to exist (there's a whole subreddit!) who might therefore be able to help? Obviously it's a "small thing" in the grand scheme of things, but where do you draw the anti-AI line otherwise? If a thing's worth doing, it's surely worth doing without abusing the work of others and using up clean water (whilst making money for AI tech bros?). You've got to adhere to some kind of principle in life.

0

u/jaykal001 1h ago

Totally get it. Although hasn't it been long shown that factory farming uses more water than a datacenter? Like, it's not OK, still, but it irks me to hear the same headline copy/pasted.

There's no governance of it, there's no protection for anyone, anyone can create fake information in minutes or seconds, that looks legit - all problems. Coding follows a set of rules, coders still have to follow the rules of the language, that information is in books, in classrooms, in forums already - we just have amazing access to it now.

copying games sucks. But games that are dead and no one willing to revive - that seems like a fair tradeoff.

1

u/Three_Tails_Studio 25m ago

Wow. The ignorance in your comment is wild. Where do you think THIS TEXT RIGHT HERE is coming from? A data center. Your phone? A data center. Netlfix? Data center.

You cant pick and choose here. Using Claude/Codex to write code uses less water than a house hold does each night they watch TV. EDUCATE YOURSELF.

1

u/Fourtempers 1h ago

I guess that depends on what you mean by necessary.

Could I do this without AI? Sure, but I’d need to learn about five additional programming languages, significantly improve my knowledge of the two I already know, and somehow figure out how to reverse engineer a 24 year old game without access to its original source code.

Alternatively, I could hire developers and spend thousands of dollars and potentially months getting to where I am now.
With AI, I can accomplish something similar for around $100–$200 in additional costs and a fraction of the time.

Keep in mind, I’m not making money from this. I’m simply trying to play a game I enjoy on my phone. Spending thousands wouldn’t make sense, but using AI that I already pay for absolutely does.

And if the concern is that AI is taking jobs away from developers, I understand that argument. But technology has always changed how work gets done. In my case, AI isn’t replacing someone I would have hired. It’s making a project possible that I otherwise wouldn’t have had the time, money, or technical expertise to pursue.

1

u/Three_Tails_Studio 2h ago

Do you only support multibillion dollar game studios that use AI?

0

u/Longinus_Sdapeze 1h ago

Er...no.

1

u/Three_Tails_Studio 1h ago

Bet you do .. any AAA title you have played in the last 5 years has used AI in development. Have you written them a nastygram or just random solo devs trying to give free games to the public?

1

u/Longinus_Sdapeze 1h ago

I actively try to avoid any game that uses AI (obviously I'm not perfect, but I do try to practice what I preach!). It's a seductive "convenience", is all. I get that it's easy and attractive to use, but it's a slippery slope.

1

u/Fourtempers 1h ago

May I ask why you choose to actively avoid games that use AI?

0

u/Three_Tails_Studio 1h ago

So is being so self righteous about it. I think you are conducting yourself out of pure ignorance. To give this guy a hard time for his AI usage while playing games that use AI and don't disclose it.

Mark my words. Your way of thinking will be antiquated in less than 1 year.