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Weekly Progress Report #37

It's hard to believe PogoChamp has only been out for 9 days. The last week has felt like at least 3 (in a good way). I'm pretty happy with how the launch went, there weren't too many super critical bugs, though there were a few issues that I felt I needed to hotfix ASAP. Overall the release went pretty smoothly.

Priorities

Over the last couple weeks, my main priorities have been about making sure the game is working properly, and to reduce player friction/confusion. I think the game is in a pretty good spot right now, so in the coming weeks I'll try to focus on new content. I haven't decided whether I want to release new content/levels as they're completed or in batches, so if you have a preference let me know in the comments or on Discord!

Changelog
  • Fix Off The Wall death wall collider size.
  • Adjust water meshes in Salmon so that the walls are easier to see through.
  • Update "X on Steam" buttons to open PogoChamp store page via steam overlay if available.
  • Reenable screen wipe when openinng level select.
  • Fix bug where rings would not appear active if they were see-through when you activated them.
  • Set NVIDIA Highlights log level to MAX.
  • Fix bug where Jackpot pegs would not appear active if you hit a peg while it was see through.
  • Fix warning when checking High Score Mode setting.
  • Add star count to end of level scene.
  • Scores in Jackpot are now recorded in replays.
  • Prep cannons for support in replays.
  • Move some gate positions in Level Select.
  • Scores in Skee-Ball are now tracked in replays.
  • Update Unity version from 2020.3.1f to 2020.3.4f1.
  • Update Easy Performant Outline, Shapes, and Flatkit versions.
  • Update various icons to new versions.
  • Tilt sensitivity settings now only affect rotation speed and no longer affect air acceleration. This prevents issues where certain levels could not be completed with low tilt sensitivity).
  • Cannon activation & shooting is now recorded in replays.
  • Buttons are now recorded in replays.
  • Hidden attempts in replays no longer affect how long it takes to automatically loop the replay.
  • Fix issue where opening pause menu could cause skid SFX to play until you unpaused.
  • Fix null pointer when setting controller rumble when no controller exists.
  • Automatically upload crash logs on windows.
  • Fix bug where some names with non-latin characters would not properly display in the leaderboard.
  • Jetpack fire effect is now recorded in replays.
  • Implement certain secret achievements.
  • Fix bug where you could fall through the water on Down The Chute.
  • Sheep on Shepherd now only wander randomly after you start moving (prevents degenerate world record strats).
  • Add fallback logic for errors related to displaying button prompts for unsupported input devices.
  • Fix bug where jump SFX could play repeatedly in certain situations when you can't jump (like inside the ball power up).
  • Make quick select button pulse more aggressively so people notice it.
  • Adjust Rainbow Gem time for Down the Chute and Get Me Down.