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Weekly Progress Report #38

I finally got back around to working on new levels and not just bug fixes / new features.

New Music!

I just got a new music drop from Clark, which doubles the amount of music in the game (from 1 track to 2, lol). I hope you all like the new stuff!

New Levels

For the next few weeks I'll be working primarily on creating new levels. I've decided to release levels in batches, so there won't be a new drop of levels until I finish at least 5 new ones. Releasing levels in batches means that I can take more time to think about where they should be placed in the level progression, and means things like the "These levels might be too hard" warning won't need to be moved all the time.

In the mean time, I'll post a little teaser from a new level each week. Here's a teaser for a level called Jailbreak:

Changelog
  • Add a tip to the pause menu that tells people how to self destruct if they aren't already using it.
  • Add options menu setting to override the button prompt style. Should conclusively fix issues for people with weird input devices that constantly grab user input priority.
  • Add an extra "Controller Strongly Recommended" propt if you're using keyboard and hit Play. This only happens once. Hopefully this resolves the issue where people ignore the first controller prompt when they're starting up the game for the first time.
  • Update The One Ring star times. The previous times were for an older version of the level where the ring was higher.
  • Fix grid alignment for back wall in Limbo.
  • Change Master Exploder achievement requirement from 100 -> 300 explosions.
  • Change Wear And Tear achievement requirement from 100 -> 500 crashes.
  • Popup when downloading steam leaderboard replays now blocks the entire screen, so it seems less laggy (because the download is on the main thread for some reason...)
  • Camera's lowest position is now farther away from the character, to prevent situations where players move the camera and can't really see anything.
  • Added new music! Thanks Clark!
  • Created new level: Jailbreak . Not yet in the build.
  • Working on new level: This Is Some Bull.

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.

Controller Prompt Hotfix

* Add fallback logic for errors related to displaying controller prompts for unsupported devices (default to Keyboard).
* Add some logic to handle situations where input device is constantly changing.
* Sheep in Shepherd now only wanders randomly after you start moving (to prevent degenerate world record strategies).
* Fix bug where you could fall through the water on Down the Chute.

Minor update

* Implement Solidified Light and Transcendence achievements. (Transcendence will not be obtainable until there are more levels.)
* Fix bug where some names with non-latin characters would not properly display in the leaderboard.
* Add Jetpack fire effects to replays.

Mini Update: Crash Log Uploader, NVIDIA Highlights, and New Icons.

* Added automatic crash log uploading on Windows (MacOS coming soon).
* Fix null pointer related to controller rumble when no controller is connected.
* Fix issue where opening pause menu could cause skid SFX to play until you unpaused.
* Hidden attempts in replays no longer affect how long it takes to automatically loop the replay.
* Buttons are now recorded in replays.
* Cannon activation & shooting is now recorded in replays.
* Tilt sensitivity settings now only affect rotation speed, and no longer affect air acceleration (preventing issues where certain levels could not be completed at low tilt sensitivity).
* Update icons to new versions.