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PogoChamp News

Hotfix for Input Device Problems

A couple of recent streams have shown issues where an input device seems to be firing tons of improper inputs without the person actually pressing anything.

I've added some code to detect situations like this, and a menu that allows users to enable/disable specific input devices. You can open this new menu by holding down ~ or start for 2 seconds, but if you haven't had any issues then you shouldn't need to mess with this menu.

Weekly Progress Report #86: 1.0 Next Week!

1.0 on May 26th!

It's almost time! 1.0 is right around the corner. The game is more or less "done" pending some new bugs that pop up. With the 1.0 happening next Thursday, this will be the last "Weekly Progress Report" post. I'll still be fixing bugs & working on new features as they come up, but the progress reports and updates won't be weekly anymore.

Final Cinematic

[previewyoutube][/previewyoutube]Here's a quick teaser of cinematic that plays when you obtain all the Rainbow Gems in the game. The in-game video is longer, but you'll have to unlock it yourself to see the full cinematic.

Changelog
  • CONTENT: Added a real cinematic that plays when you get all Rainbow Gems.
  • BUG FIX: Fixed bug that caused the game to glitch out if you loaded a replay and a level at the same time. (Prevented players from deselecting the leaderboard while a replay is loading).
  • BUG FIX: Push It 2: The Limit goal zone was clipping into the floor slightly.
  • BUG FIX: Pressing "Reset" in Movement settings in options menu didn't properly apply settings.
  • BUG FIX: Fixed occasional camera jitter in replays.
  • BUG FIX: Added water obstacle back to The End.

Weekly Progress Report #85

This week was also focused on marketing and key distribution via Keymailer. In terms of actual game changes, this week was some small bug fixes and adding a couple extra options to the UI, like showing your attempt number and hiding the mouse cursor. I've also finally figured out a good idea for the final completionist cutscene, so I'll be working on that this week.

Changelog
  • UX: Reorganize the options menu: Removed the "Speedrun" section, and replaced it with an "Interface" section, renamed "Controls" to "Movement", and then moved around a bunch of the options to fit the new categories.
  • UX: Add an option to show the attempt number in the UI.
  • UI: Add Achievement icons for Get Over It and Om Nom Nom.
  • DEV: Remove some unused assets.
  • UI: Add an option to hide the mouse cursor either automatically when a controller is used or permanently.
  • GAMEPLAY: Increase the speed of the barrier in Gotta Go Fast, because it wasn't fast enough.
  • BUG FIX: High Score achievement wasn't properly unlocking on Steam. This will reset the achievement in your local save.
  • BUG FIX: Swimming was counted as being in the air for stats & achievements.
  • GAMEPLAY: Changed the 2 star time on Console Gaming from 50 to 60 seconds.
  • BUG FIX: Some level geometry was overlapping on Air Control.

Weekly Progress Report #84

This week was mostly a marketing week, but I did fix a few bugs. The marketing push has been going pretty well, been sending out lots of keys via Keymailer, and that has resulted in a couple of people streaming it on Twitch every day so far. Unfortunately so far those streams and views haven't translated into increased sales, but I'm having a lot of fun watching a bunch of new people play the game!

Changelog
  • BUG FIX: Down The Chute's 2 star time was 90 seconds, changed to 19 seconds like it should have been.
  • BUG FIX: Push It To The Limit goal zone no longer clips through the floor.
  • BUG FIX: Allow people to select screen resolutions that are slightly higher than the resolutions reported by their screens.
  • BUG FIX: Display resolution should no longer show 800x600 incorrectly sometimes. This was mostly an issue the first time the game was booted up.
  • BUG FIX: several level entry points clipping into the ground.
  • VISUALS: Minor lighting adjustments on some levels.

Weekly Progress Report #83: 1.0 Approaches

1.0 Announcement

[previewyoutube][/previewyoutube]
After 2.5 years of development and over a year in Early Access, I can officially announce that PogoChamp 1.0 is scheduled for May 26, 2022! It has been a great experience so far, and I'm really proud of the game I've created. I'll be using the next few weeks to finish up the remaining backlog tasks and doing as much marketing work as I can before 1.0.

While 1.0 doesn't necessarily mean the end of development, I don't currently have any firm "post release" plans for the game.

Changelog
  • UI: Update the stats menu UI.
  • ACHIEVEMENTS: Added new achievement "Trick Shot: Hit multiple targets in a single shot in Target Practice".
  • UI: Add Achievements to the main menu,
  • UI: Remove the menu where you pick from "Statistics", "Achievements" and "Leaderboards".
  • UI: There is no longer a "Leaderboards [Coming Soon]" menu item in the main menu. The per-level leaderboards in standard mode should be sufficient for that.
  • BUG FIX: In the menu where you pick the game mode, hitting down when selecting the reset button didn't move the cursor.
  • ACHIEVEMENTS: "Pogo Champ" achievement is now "Beat all levels", not "Beat 100 levels".
  • BUG FIX: The speedrun timer now includes all game time, not the weird subset of times that I had it include initially.
  • BUG FIX: The "Hold to skip" text when skipping cinematics sometimes wouldn't disappear.
  • UX: Add option to show more rows in leaderboards. Instead of 25 rows you can now show 25, 50, 100, or 250 rows. These numbers are a maximum possible, but most levels have 50-100 leaderboard entries.