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Weekly Progress Report #61

This week I worked on a variety of bug fixes, some UI tweaks, and a brand new level. I hope you like the changes!

New Level: A Quick Break (Level #70)


Changelog
  • TEXT: Update "Speed Run Timer" text to "Speedrun Timer".
  • DEV: Updated build menu to allow specific build combinations.
  • BUG FIX: When resetting 2D levels, you could start jumping if your finger was still on "Jump" after clicking a button in a menu.
  • BUG FIX: The level select list sometimes recentered incorrectly.
  • UX: Updated Level Select pause menu UI.
  • BUG FIX: Replay camera in 2D levels could sometimes turn 3D.
  • CONTENT: Added new level "A Quick Break".
  • MINOR: Move the "Under Construction" gate in level select to account for the new level.
  • BUG FIX: The replay camera in "A Quick Break" sometimes jittered a little.
  • BUG FIX: Landing poof vfx is now based on "landing velocity" not rigidbody velocity (which is sometimes post-collision).
  • BUG FIX: Goal zone activation SFX no longer ignores volume settings.
  • UX: Update Survival Mode menu UI.
  • UX: Update Daily Challenge Mode menu UI.
  • UX: Add warning to Survival Mode menu UI when levels have been added since your personal best.
  • MINOR: Change "Hurdles" to be much later in level order.
  • MINOR: Change "Hurdle Rings" name to "Ring Ring Ring".
  • DEV: Prevent the build script from incrementing the build number so many times (now Windows and MacOS builds will have the same number).
  • BUG FIX: Rumble now cancels properly when levels are reset or exited.

Weekly Progress Report #60

I decided to revamp the Pause Menu this week to better match the UI of the Main Menu and the redesigned Level Select.

[h2]In a level:[/h2]


[h2]In a Replay:[/h2]


I also spent time this week relaxing and recharging from working extra hard the previous few weeks before I released the Level Select redesign, so I didn't get a ton of PogoChamp related work done. I'm doing a little bit of brainstorming about new levels and other improvements, so keep an eye out for those in the coming weeks.

Changelog
  • UI: Updated the in-level Pause Menu UI.
  • UI: Added Leaderboard to in-level Pause Menu.
  • UI: Updated the survival mode in-level Pause Menu.
  • BUG FIX: Rumble is now properly disabled when changing levels.
  • BUG FIX: Fix position for camera in 15 star gate unlock animation.
  • UI: Pause Menu now reflects replay stats when looking at replays.
  • BUG FIX: Replays weren't pausing when the pause menu was opened when not connected to Steam.
  • BUG FIX: Fix missing script error related to conveyor belts in various levels.
  • BUG FIX: Fixed an issue where I accidentally uploaded a build that only included the demo build levels.
  • DEV: Created a build script to more reliably generate full & demo builds.
  • BUG FIX: Fix some issues related to build path mismatches now that I'm using the new build script.

Updated Pause Menu & Some Bug Fixes

I like these changes so I didn't want to wait until Saturday to release them.

FEATURE: Add Steam Leaderboards to the Pause Menu.
UX: Updated the pause menu UI to better match the new Level Select UI.
UX: Updated pause menu in Survival Mode / Daily Challenges.
UX: Updated Pause Menu in replay mode to show information about the replay you're viewing instead of the level.
BUG FIX: Replay playback was (sometimes) not properly paused when opening the pause menu.
BUG FIX: Controller Vibration is now cancelled when you change levels (prevents it from freaking out when exiting a level sometimes).
BUG FIX: Fix position of camera on the 15 star gate cinematic.

Hotfix - 9/25/21

  • BUG FIX: Window mode settings (exclusive fullscreen, borderless fullscreen, windowed) weren't working properly.
  • BUG FIX: Replays in The Classic were not playing properly.
  • BALANCE: Adjust rainbow gem times on Tightrope and Pushing Buttons.

Weekly Progress Report #59

Level Select Redesign

[previewyoutube][/previewyoutube]
Here's a trailer of the new level select zone! I'm very happy with the zone and the new UI, and I hope you like it when you play it. The rest of this post will outline the reasons I thought it was important to rework the Level Select, and the problems that this new design solves.

[h2]The Problems[/h2]
The old level select screen had a variety of problems that became more and more apparent as I watched people play the game. Some of those issues were:
  • Moving between levels was slow.
  • The "Next Level" direction changed occasionally, meaning that people would sometimes move the wrong way or not be able to move intuitively between levels.
  • How many stars you'll need for the next gate wasn't obvious.
  • Gates blocked your progress until you walked up to them, then they opened and allowed access to later levels.
  • It was unclear how many more levels you had access to. At any given point you could only see between 2-5 level entry points.
  • People never found the "Quick Select" menu that resolved some of these issues.
  • If you didn't find Quick Select, there was no way to tell which levels were missing stars without going to each level individually, which could take over a minute given the movement speed.
  • The level select didn't have any "flavor" it was just an abstract bunch of squares and weird geometry.
  • There weren't any landmarks in the level select which you could use to remember where in the sequence levels or sets of levels were.
  • The level names in the Quick Select menu were small.
  • The camera in the old Level Select had to have a super high draw distance, which meant that it actually had pretty bad FPS.
  • The UI didn't support showing both Star Times and Rainbow Gem times.
  • ...and many more problems!


[h2]The Solution(s)[/h2]
[previewyoutube][/previewyoutube]
The most important change was taking the idea of the "Quick Select Menu" and making that the default way that players interact with the level. The new level list shows you all the information you need, including your obtained stars, star time requirements, personal best times, and level gate star requirements. I'm really happy with how it turned out, and hope you like it as much as I do.

The next most important thing was to make the physical level into something memorable. I've had the idea for a giant pogo stick shaped spaceship for a while now, and it ended up working pretty nicely as the setting for the level select menu. Over the last few weeks I've been building out the ship, adding decorative elements, and adding various polish, like the intro and gate open cutscenes.

I tried to break the ship into distinct zones, so that it's easier to remember where certain levels are, so now instead of trying to remember "The football level is #27", you can remember "The football level is at the beginning of the observation deck / engine area". I also did tried to make each zone interesting enough that getting to the next area would be a bit of an incentive to keep playing & to keep your interest as you progress in the game.

Changelog
  • Too many things to list related to the level select redesign.
  • Updated text in demo end screen.
  • Added options menu setting to always enable rainbow gem displays (you're welcome speedrunners!)
  • Change the walls on Salmon to have grids so it's easier to tell how far away they are.
  • Revamp the in-level UI elements so that they're less cramped & align better with the level select UI.
  • In level UI leaderboard is much taller now.
  • Rename "Get to the Goal" (level 1) to "The Basics".