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Pogostuck: Rage With Your Friends News

Map 3 Trailer - The Root Of All Evil

The trailer for the upcoming free Map 3 content update is ready. Watch it here:

[previewyoutube][/previewyoutube]

[h2]Pogostuck: The Root Of All Evil[/h2] launches January 15th, 2022, 9pm CET.

For more info about the map and what else comes with the update check my previous news posts or wait for the release day write-up.

Thank you, and see you at the top!

Update Notice - v4 Patch 30f

I've just pushed a new update live for Pogostuck. It does not include new content but has been in the works for ages still.
It uses a new system to establish P2P connections from lobbies. Dead lobbies where you cannot establish connections to most if not all other players (indicated by an X in the live ranking) should be a thing of the past now.
Now that the lobby owner does not dictate the player list anymore it was necessary to rewrite the rubber band syncing code. Should you experience issues with this or stumble upon another major bug please let me know!

Please note that the new version is incompatible with the old version, so players on different versions might not see each other and rubber bands may break or not function at all. When trying to play with friends please make sure you are all running the new version (you can check the version in the Misc Options menu).

Apart from this rewrite the update includes some bug fixes, internal work to prepare for Map 3 as well as a new button in the Multiplayer (Friends) menu to join a different lobby.

Map 3 Update - Pause Effects

Work on Map 3 is slowly but surely coming to an end.

Recently I have implemented a new type of customization, that is Pause Effects.
You most likely noticed the addition to the Wardrobe menu early 2021 already. So far it only featured the ice freeze effect you unlock when you beat the Map 1 ice mode.
In the future you will find 8 new pause effects:

[previewyoutube]VIDEO[/previewyoutube]
Use them to customize your pogo character even further or to interact with other players. Point them in the right direction, rate their moves or show them your affection:



The Friends menu has been renamed to the Multiplayer menu and now lists an option to opt into pause effect related co-op functionality. Go ham with your friends and shortcut everything by jumping on helper blocks, grapes and even mushrooms (all indicated by eyes on said objects) or help out a stranger in need:



Note that using this feature will give time penalties as well as prevent you from getting certain if not most Map 3 achievements until you reset your run (a new entry in the Multiplayer menu notes if you have used co-op functionality, including rubber bands, this run). Additionally, the pause effect helper functionality is only available in Map 3 and will never be added to Map 1 nor Map 2.


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Map 3 Development Blog Post

Work on Map 3 continues. I still don't know just yet when it will be done and released.
However, I wanted to share some insight into the development of the map.

As you might already know the main feature of Map 3 is branching paths and segments, multiple routes to take. One of them is a short strawberry themed precision jump area, reminiscent of the notorious Map 1 pineapples. This is what we will look at today.

Note: The screenshots do not show the final visuals of that area. In particular have I used a sprite/ texture from the internet for the grass and the tree leaves which I yet have to replace with my own.

The idea sort of came from a pineapple wall obstacle I sketched back in 2019 for a then theoretical Map 2. It was thought to be across and opposing the crocodile and dragon jumps that made it into the map later on. Have a look at that part of my larger Map 2 sketch file from back then (and you'll recognize other areas of said level):



While I prototyped the new Map 3 (over the course of 5 months, every now and then) I found the following alignment of small obstacles to be best, in terms of challenge, flow and general layout:



I had strawberries in mind but some other object also (for example for more spikey things, or have only the left side of that area be strawberries), however I do not recall my exact thoughts anymore.
Either way, when I was confident with the map layout I ported the level into Blender, my choice of modeling program, where I turned the (skewed) block based level sketch into actual game geometry.



You can see that the rendering of Map 3 is similar to that of Map 2, in contrast to the more simplistic materials and lighting in Map 1.
Taking on the strawberries I started with a basic 3D shape of a strawberry and then figured I have to create the normal map right away. For that purpose I created the monstrosity which can be seen below, with the sole purpose of generating the small blueish normal map in the lower right corner of the image:



Using that normal map I could create my first strawberries, move them in position and deform them slightly here and there to fit the level editor sketch as well as for visual reasons.



I realized quickly the polygon count was exploding so I had to "fake" all of the other instances with 2D strawberries, which caused a whole heap of other problems and additional work.
The idea now was to create 8 generic and multipurpose 2D strawberries which I would then be able to place into the level and only use up a few polygons for each. This included various steps, some of them shown in the following image.



As those 2D strawberry polygons make up a single mesh for greatly improved performance (instead of drawing every strawberry one by one) they don't have information about their orientation. As a result, the lighting of the 2D strawberries (in particular) is incorrect and will vary greatly on their tilt. However, I deemed it to be acceptable given the other benefits and considering the time and work it would take to improve on this.
Still, making the 3D and 2D strawberries look as similar as possible took a considerable amount of time.



First screenshot again:





For Map 1 I had written several algorithms to automatically generate 2D contour collision meshes for the 3D models used there. While this had saved me tedious work of handcrafting all collision geometry it lead to a bunch of issues with them as well, which especially popped up during the first few weeks and months after launch.
For the purpose of smoother gameplay and less bonks I handcrafted all collision meshes for Map 2. I am doing the same again for Map 3, and given the extra paths and more intricate geometry this is as tedious as it gets - but hopefully worth it.
(If you have ever dabbled into game development you can imagine the time spent on every step, in particular if you accidentally delete/ overwrite progress such as me making the green stems in this case, or realizing oversights such as not being able to tint seeds yellow without extra data.)



That's it for now, back to work.

Announcement

Yes.

A new map has been in development for quite some time now. The name of the map as well as the title of the update will be revealed at a later point, for now this teaser image shall suffice:



The map is very much in development still. I've started designing it in July 2020 already, as a thing on the side while working on new games (and my own new engine). January 4th I called the block based level editor sketch done as I was happy with it. Ever since I've been working on turning that prototype into an actual polished map, either full time or working on other games every now and then.

The main reason for map 3 being more work than map 1 and map 2 combined is not an absurd length - it is in fact a bit shorter than map 2 - but its core design principle: Multiple routes, long and short.

When you climb the island that is map 3 you choose your own path (at least most of the time). Every segment plays differently and offers a unique challenge, so if you get pogo-stuck try your luck somewhere else. While this new map is rather difficult still, I've tried to enable and allow for "saves" wherever I could. All routes and segments and platforms are as close together as possible without allowing major skips - minor skips are encouraged and have been proactively implemented into the design of the map. As a result, the challenge remains without being as punishing as falls in map 2.

The update will include new unlockables, a bunch of achievements, a new Pogo Legend rank and more. Some things which were originally meant to be included in the map 3 update have been patched into the game already, for example the reworked and improved replay system.
Additional (for now) experimental extra modes for map 3 and an additional outro might be released at a later point, post map 3 launch. The focus for now solely is on getting the new level done. This however can and will take a bunch of time still. I'll let you know more when I have an estimate for a release date.

As before with prior content patches this will again be a free update to the game. I only ask you for your patience, in case you are looking forward to it.