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Weekly Progress Report #52

It's hard to believe that I've been writing these update posts for an entire year. It's amazing to see how far the game has come in that time, but also interesting to see what has stuck around. If you want to see how far things have come you can check out the full progress report history.

Level Preview: The Classic

I was hoping to have this level ready in time for this update post, but there are still a few bugs to fix with the way that replays work. It's pretty close to being done, but I wouldn't want to release it in a partially broken state.

Making a level that's 2D was a pretty interesting experience. Internally everything is still fully 3D, but I needed to do things like prevent the character from moving or rotating into the Z axis. It was easy enough to prevent user input from tilting the character that way, but due to the way Unity collisions work, there was a small chance with each collision that the character would lean into the Z axis slightly, and those slight offsets would compound over time, eventually resulting in the character jumping out the back or front of the level in the 3rd dimension.

There was also a bunch of work to do to make sure that the level used the proper cameras, but now that I've done it all once, it should be relatively painless to make additional 2D levels if I think of another fun 2D idea.

Changelog
  • BUG FIX: Adjusted demolition geometry to be less prone to bad corner collisions.
  • BUG FIX: Fixed issue the jump animation would not properly reset if you landed after failing to jump because you slid off of a surface.
  • BUG FIX: Add border walls to Spin To Win so you can't fall out of the level anymore.
  • BUG FIX: Adjusted walls in Target Practice to prevent you from jumping out of the level.