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Progress Report #1

Hi everybody,

Welcome to the first progress report for PogoChamp! I've been pretty heads-down on implementation, and I decided to take a breath and let you know what I've been working on over the last month and a half. There are a lot of changes, but here are some highlights.

[h2]Redesigned Replay Mode[/h2]

This gif shows transitioning between Free, Stationary, and Follow cameras in Replay Mode, and also demonstrates the updated Super Jump vfx.

[h2]Minor visuals & Post Processing update[/h2]

Left = old, right = new

[h2]Changes (in approximately chronological order)[/h2]

  • Updated all UI text to use a new font.
  • Tweaked the new font to have monospaced numbers.
  • Added "New Record" text that shows when you beat your old best time.
  • Adjust water physics so you don't bounce infinitely on it.
  • Add placeholder SFX for jumping / landing.
  • Moved the jump charge UI to be centered & follow the player (used to be in the bottom left corner).
  • Added level numbers to the level select UI.
  • Added level gates to tune progression so people don't get overwhelmed.
  • Fixed issue where sometimes the character would spin out all crazy when landing at certain angles.
  • Adjust the way the character is put together so that velocity properly transfers when you crash.
  • Update canvases so they scale with screen size.
  • Fixed placement of super jump trails.
  • Update super jump trail color to be a rainbow (not sure if permanent).
  • Jump charge UI now indicates whether you are in the process of super jumping, so it's much easier to see where you went wrong.
  • Increased super jump input window to be much more forgiving.
  • Delay start time & replay tracking until you move.
  • Add in-level score HUD.
  • Added ~10 new levels
  • Updated all of the level star times.
  • Show the number of stars needed to unlock each gate.
  • Make gates a physical object in the level select. Gates animate opening + save whether they have been opened.
  • Reduce amount of time before you can input anything after crashing.
  • Add a skip button to the victory animation.
  • Added Cannons (mario-style)
  • Adjusted the camera top and bottom angles to be less extreme.
  • Only enable mouse camera control when using Keyboard & Mouse control scheme.
  • Added camera reset button, which will position the camera behind the character while it's moving.
  • Added more input icon textures (L3, R3, Scroll)
  • Add Pause & Pause Menu.
  • And Options Menu.
  • Allow customizing camera settings (sensitivity + invert) in options menu.
  • Several level adjustments & bug fixes.
  • Show the number of attempts in the post-level replay UI.
  • Changed the save system from PlayerPrefs to SaveGameFree.
  • Camera settings are saved now.
  • Updated game shaders to use FlatKit + increased saturation. I think the game "Pops" more now.
  • Replay system completely redesigned. Replays are now timestep agnostic, and include perfect jump trails and explosions. Their fidelity (records per second) can also be adjusted at will, and playback & recording rate are decoupled.
  • Post-crash ragdolls are now recorded in the replay system.
  • Replays can be saved & loaded now.
  • Added a Main Menu.
  • Added a replay list menu to the main menu where you can view your replays.
  • Decoupled Game Logic from the level Scenes, so that you can load scenes in different modes (Normal mode, replay mode, etc).
  • Updated the Spawn Point VFX.
  • Added animated leaning to the player character.
  • Allow the player to overlap water slightly before crashing.
  • Added square goal zones.
  • Fixed issue where strangely scaled goal zones would cause the character to morph in strange ways.
  • Added breakable platforms.
  • Removed 200+ C# warnings (mostly variable not initialized).
  • Added replay mode, which allows you to control playback speed, adjust camera, watch specific attempts, pause, etc.
  • Allow you to hide the UI in Replay Mode.
  • Added a current button selection UI indicator to all menus.
  • Added Loading popup when loading replays, and Saving popup when saving them.
  • Replays save and load is now done in a background thread.
  • Saving replays now saves a screenshot, which is displayed in the replay list, so you don't need to remember all the level names.
  • Returning to the Main Menu from a replay now keeps the menu open and scrolled to your previous position.
  • Button prompts now update much more reliably when controller type changes.
  • Added screen wipe transition when loading into levels.
  • Updated to Unity 2020.1
  • Fixed lighting and saturation in Replay mode.


Let me know what you think in the comments!