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Releases: SIGGames/PacoMonkey

v1.0.0

16 Jun 18:28

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Release Notes - v1.0.0

Features

  • No-Hold Zones to prevent unintended grips.
  • Start Cinematic Zones and revamped Cinematic Manager for smoother scene transitions.
  • Expanded Tutorial Keys system → full camera key coverage and auto-scaled icons.
  • Difficulty-Based Timer with on-screen clock icon.
  • New Level Manager plus Level 3: Boss Fight and additional map zones.
  • Hidden Elements & Easter Egg (with dedicated audio cues).
  • Hold V2 mechanic, auto-ledge-climb option, and tighter Micca-jump collider.
  • Overhauled In-Game Music System: menu/game state saving, repeat-prevention, boss themes, extra credits with links.
  • Final Game Cinematic, new boss animations & style, richer dialogue portraits.
  • Enhanced Title Screen (new background image, improved typography), new sign props & health zones.
  • Added No-Hit Mode and disabled cursor during gameplay for cleaner immersion.

Bug Fixes

  • Wall-climb edge cases: inside-wall, jump-spam, stuck-on-hit, build-only jump.
  • Crouch issues (infinite fall, speed tuning).
  • Enemy AI: chase logic, bounce push, ranged attacks during hold, projectile damage, velocity reset.
  • UI & WebGL: fullscreen default, brightness, background resize, hearts UI, pause-menu routing, image aspect.
  • Cinematics: timer display, trigger reliability, semaphore sync, fade-in menu block, difficulty timing.
  • Checkpoint save, initial lives, language swap, dialogue configs, floating-dialogue overlap.
  • Boss fight: animation & health UI sync, final-fight tuning, missing refs.
  • Music: null instance, repeat blocking, resume-after-pause, brightness debounce.
  • Level polish: scene 1 & 2 tweaks, hidden tree, tile gaps, map fine-tuning.
Other Improvements & Chores
  • Refactor: music architecture, active-panel UI system, general cleanup.
  • Chore: WebGL builds, translation packs, asset uploads (UI imagery, heart sprites), credits design, wood-sign text.
  • Performance: collider-zone resets, enemy-collider optimisations, resolution-ratio background update.
  • Maintenance: Micca-house updates, boss-fight audio assets, zone tile refresh.

v0.9.0

22 Apr 16:28

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Release Notes - v0.9.0 - Pre-Alfa III

Features

  • Character Switching Zone: Added a system to allow switching between two versions of the same character.
  • 💬 Dialogue System Overhaul: Introduced floating dialogues, multilingual support (ca, es, en), progressive typing, character-line-based dialogues, and input-adaptive images.
  • 🎮 Rebinding System: Complete key rebind system with UI integration, input icons, and support for composite inputs.
  • 🕹 Difficulty System: Integrated a scalable difficulty system with dynamic heart count and combat multiplier adjustments.
  • 🎞 Cinematic System: First version of the cinematic engine added with control over HUD visibility and NPC interactions.
  • 🌍 UI Improvements: Enhanced resolution scaling, theme colors, navigation, settings panels, and audio configuration.
  • 🔊 Audio Enhancements: Implemented SFX/Music/Voice channels, integrated UI volume control, jump/land/hit effects, and dynamic audio based on input.
  • 🧭 Quest System: Added basic quest system with current quest titles and progression tracking.
  • 🪟 Scene Manager: Included scene timers, respawn control, and multi-scene support.
  • 🧱 Environment: Updated tilemaps, added non-climbable and climbable walls, parallax background, props, and new scene elements.

Bug Fixes

  • 🐞 Fixed ranged and melee enemy behavior when player is wall climbing.
  • 🐞 Resolved issues with death during climbing and respawn positions.
  • 🐞 Fixed multiple overlapping dialogues and camera-bound dialogues.
  • 🐞 Addressed issues with UI navigation and load game screen.
  • 🐞 Solved controller type detection and rebind conflicts.
  • 🐞 Corrected audio volume loading on game start and player sound triggers.
  • 🐞 Patched inconsistencies in climb hold positioning and collisions.
  • 🐞 Adjusted difficulty system bugs affecting combat stats.
  • 🐞 Solved rebind null references and missing icons.
  • 🐞 Fixed quest timer synchronization with scenes.
  • 🐞 Solved translation typos and scene assignment issues.

Other

  • 🧹 Refactors: Major cleanup of NPC hierarchy, input image systems, and token management.
  • 🗂 Updated map layouts, assets, and hierarchy for better modularity.
  • 🔒 Removed debug tools and unused scripts/components.

Preview of Scene 1

Scene.1.mp4

v0.8.0

03 Mar 22:24

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Release Notes - v0.8.0 - Pre-Alfa II Bugfixes & Enchancements

Features

  • Improved player damage tile: Enhanced the logic to detect collisions with damaging tiles, ensuring smoother feedback when the player steps on hazardous zones.
  • Property drawer color ranges: Implemented color-coded range properties (e.g., for attack distance or chase distance) to improve readability in the Inspector.
  • Added respawn zone: Added a new zone that automatically respawns the player to prevent them from getting stuck inside walls or off-limits areas.
  • Redefined climb system: Introduced an auto-hold behavior if the player is in mid-air near a climbable wall, simplifying wall interactions.

Bug Fixes

  • Enemy chase/player interaction: Corrected multiple issues where melee and ranged enemies would either fail to chase the player or get stuck, and ensured enemies resume chasing after taking damage.
  • Projectile consistency: Adjusted projectile behavior (speed, animation, damage) for both enemy and player to maintain consistency and a fair challenge.
  • Enemy Melee attack box: Fixed the melee hit box size being too large or offset incorrectly, preventing unfair hits on the player.
  • Collider and health bar alignment: Resolved issues where enemy colliders and health bars were offset or misplaced during attack/idle animations.
  • Ceiling climb prevention: Stopped the player from climbing through the ceiling inadvertently when close to certain ledges.
  • Bounce force tweaks: Reduced melee bounce force to a more balanced setting, minimizing unintended high launches and collisions.
  • Nav Mesh agent removal: Prevented NavMeshAgent re-initialization on enemies after respawn, optimizing performance and avoiding conflicts.
  • Wall collisions: Improved handling of player/wall collisions to prevent stuck states and misaligned flips.

Other

  • Refactor and cleanup: Merged various repeated variables and unified offset management for easier maintenance.
  • Animation improvements: Tweaked framerate issues in enemy melee idle animations and refined attack/hit transitions for a smoother experience.

Tip

Certain class parameters have been refactorized into simpler structures, reducing overhead and making it easier to set up enemies for custom scenarios.

Full Changelog: v0.7.0...v0.8.0

v0.7.0

18 Feb 16:33

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Release Notes - v0.7.0 - Pre-Alfa II

Features

  • Added enemy navigation mesh system for improved AI pathfinding.
  • Introduced melee attack mechanic and enhanced ranged attack animations.
  • Implemented a basic parry system and new fight enumerator for refined combat flow.
  • Enhanced melee attack parameters to customize hitboxes and improved wall climb jump.
  • Added projectile system for enemies, including collider-based detection and flip handling.
  • Introduced automatic checkpoints and enemy respawn on player death.
  • Enabled player fighting in mid-air and improved bounce logic (vertical and general bounce methods).
  • Added new die and hurt animations for both player and enemies.
  • Implemented debug inputs for easier testing and tuning.

Bug Fixes

  • Fixed various player collision issues, including crouch colliders, wall-hold transitions, and flip animations.
  • Corrected enemy gravity and prevented enemies from going underground.
  • Resolved issues with player jump and land animations.
  • Addressed build errors and removed outdated or unused mechanics.
  • Improved player bounce force calculations and attack cooldown logic.
  • Fixed multiple enemy flip problems and adjusted AI to avoid walls improperly.
  • Cleaned up typos and small oversights in code and animation triggers.

Other

  • Refactored enemy and player controllers for performance and clarity.
  • Updated project structure, including reorganized sprites and parameters.
  • Improved or removed legacy code, addressing warnings and reducing clutter.
Fight.mp4

Full Changelog: v0.6.0...v0.7.0

v0.6.0

19 Jan 21:04

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Release Notes - v0.6.0 - Pre-Alfa I Bugfixes & Enchancements

Features

  • Wall Jump: Added a first approach to wall jump functionality.
  • Hold Improvements: Enhanced hold animation for smoother transitions and added priority-based movement state changes after wall climbs.
  • Wall Climb Animations: Introduced animations for wall climb and improved related transitions.
  • Micca Animations: Added jumps for Micca 1 and Micca 2 characters, along with hold and climb animations (v2).
  • Flip v2: Added a parameterized flip version for improved control.
  • Jump Parameterization: Introduced a parameter to control the delay (in seconds) before jump execution.
See more features
  • Added "slide" movement state and related animations.
  • Improved animation quality and fluidity for crouch and wall climb movements.
  • Introduced enhanced player-ledge interaction after wall climbs.

Bug Fixes

  • Animation Bugs:

    • Fixed issues with player animations, including crouch idle transitions and exit times.
    • Resolved visual glitches in wall climb animations when idle or looping.
    • Adjusted animation offsets for Micca characters during crouch and wall climbs.
  • Movement and Physics:

    • Fixed player movement inconsistencies when transitioning between states.
    • Adjusted ledge detection offsets and crouch state parameters.
    • Corrected issues with player velocity and collider parameters during crouch states.
  • Wall Climb:

    • Resolved wall climb bugs, including vertical input glitches and unlocking movement states.
    • Fixed player jump behavior during wall climbs and interactions with ledges.
Additional Fixes
  • Updated player collider sizes to improve map collision accuracy.
  • Fixed player movement while the pause menu was active.
  • Removed unnecessary debug logs to enhance performance and clarity.

Other

  • Refactoring: Addressed minor code issues and improved debugger methods for reduced complexity.
  • Chore: Renamed hold animation files for better clarity.

Notes

  • 🎉 This release focuses heavily on improving player interactions, animations, and movement fluidity, with significant upgrades for Micca 1 and Micca 2 characters.
  • 🛠️ Many bug fixes have been applied to ensure smoother gameplay and more robust movement mechanics.

Videos

Hold.v2.mp4
More videos
flip.mp4
Climb.v2.mp4
Climb.v1.mp4

Full Changelog: v0.5.0...v0.6.0

v0.5.0

22 Dec 21:31

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Release Notes - v0.5.0 - Pre-Alfa I

Features

  • Character Movement Enhancements

    • Added wall climbing and up mechanics.
    • Introduced crouch v2 with new animations and slide effects.
    • Implemented first hold mechanic and hold system with functional animations.
    • Added can walk and can run flags for each character.
    • Enabled player multiplatform control using the input manager.
  • Character Management

    • Introduced a character manager with enhanced functionality.
    • Added animator override controllers for each character.
    • Stored previous character positions for seamless transitions.
    • Added Micca1 and Micca2 animations, including running and idle states.
  • Environment and Controls

    • Added certain tiles as one-way platforms.
    • Enhanced player controller configuration in the inspector.
    • Added key detectors for debugging purposes.
    • Introduced camera controls and sample controls image in the UI.
    • Added test environment 2 to the scene.
  • Debugging and Testing Tools

    • Implemented debug tileset with color variations.
    • Added debug keycodes to respawn the player.

Bug Fixes

  • Movement and Collision

    • Fixed wall climbing mechanics and related collider issues.
    • Resolved player flip and death animation errors.
    • Adjusted player collider bounds during crouch and slide actions.
    • Fixed player cooldown offsets and ensured proper movement triggering.
    • Resolved collider collisions within the player controller.
  • Animation and Visuals

    • Fixed player jump and hold animation parameters.
    • Improved death pipeline logic and animation controller refactoring.
    • Adjusted player sprites configuration and starting positions.
    • Reduced death time transitions for smoother gameplay.
  • Camera and Controls

    • Fixed camera reset issues upon stopping the up key.
    • Ensured serialized camera fields correctly follow the player.
    • Updated camera controls to reset camera offsets properly.
  • Gameplay Mechanics

    • Fixed ledge detection and climb ledge offsets.
    • Resolved issues with player holding states and movement locks.
    • Fixed crouch mechanics to prevent unintended stops and parameter issues.
    • Improved player run animations and movement state checks.

Other

  • Code Refactoring and Optimization

    • Refactored crouch into a standalone mechanic.
    • Simplified player movement state management.
    • Enhanced code readability for player input and ledge detection scripts.
    • Organized directories and unified horizontal and vertical axis keybinds.
    • Optimized character manager and integrated Cinemachine camera.
    • Disabled character manager if any character GameObject is missing.
  • Assets and Chores

    • Adjusted player collider offsets and reduced heart screen size.
    • Added banana asset and removed unused Unity tutorials package.

Full Changelog: v0.4.0...v0.5.0

v0.4.0

05 Dec 05:32

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Release Notes - v0.4.0

Features

  • Added crouch slide effect and decreased collider size.
  • Introduced camera manager system for improved control.
  • Implemented offset camera feature during crouch animations.
  • Added mica idle and jump animations.
  • Configured test environment and basic scene with tileset.
  • Enhanced player health system with health zones and incremental health features.
  • Added full scene integration with tilemap and pixel-perfect component.
  • Introduced basic lives system with enhanced Unity drawer.
Health.v2.mp4

Bug Fixes

  • Fixed constant camera shake issue.
  • Adjusted player offset from tileset for alignment.
  • Resolved scene asset resolution and tile issues.
  • Fixed player jump and land animations.
  • Addressed bugs in the health zone and lives system.
  • Updated enemy-player collision script to improve performance.

Other

  • Optimized null comparisons in virtual camera handling.
  • Improved health performance and inspector display.
  • Saved and adjusted various scenes for consistency.
Other videos recorded during the sprint 5
TilesetTest.mp4

Full Changelog: v0.3.0...v0.4.0

v0.3.0

28 Oct 18:08

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Release Notes - v0.3.0

Features

  • Climb Enhancements: Introduced tooltips on climb parameters and climb tag for enhanced user guidance.
  • Movement Updates: Added horizontal movement threshold and ground layer detection to improve climbing mechanics.
  • Tag Selector: Implemented a tag selector for Unity editor to streamline the development process.
  • User Interface: Added basic UI text for improved in-game feedback.
  • Audio: Updated jump and music sound effects for an enhanced auditory experience.
  • Wall Jump: Added wall jump functionality (not yet fully operational).

Bug Fixes

  • Player Controller: Adjusted player flip management and reset movement upon exiting climb.
  • Gravity Adjustments: Added gravity constant setter, preserved previous gravity during climb, and fine-tuned gravity ranges.
  • Climb Logic: Divided climb logic from player controller for cleaner code structure.
  • Inspector Adjustments: Fixed horizontal movement threshold range and removed move vector visibility in the inspector.

Other

  • Code Optimization: Removed unused code and optimized imports.
  • File Management: Relocated welcome dialog files and removed redundant files.
  • Scene Management: Saved scene with updated configurations.

Full Changelog: v0.2.0...v0.3.0

v0.2.0

08 Oct 20:48

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Release Notes - v0.2.0

Features

  • Add quit game button to UI panel: Introduced a button to quit the game from the UI panel.
  • Add URL utils: Implemented utility functions for handling URLs.
  • Add welcome dialog: Introduced a welcome dialog in the UI.
  • Improved gravity on climb: Enhanced the gravity mechanics during climbing.
  • Improved run parameters: Tweaked parameters for better running mechanics.
  • Improved run acceleration calculation: Optimized the calculation of run acceleration.
  • Add coyote time: Added coyote time for jumps, allowing players to jump briefly after leaving the ground.
  • Add two new jump parameters: Implemented new parameters to further customize jumping mechanics.
  • Add jump buffer: Introduced a jump buffer allowing players to press the jump button shortly before landing.

Bug Fixes

  • Stored previous gravity before climb: Fixed an issue where the previous gravity was not being stored correctly during climbing.
  • Crouch can only be done if grounded: Resolved an issue where crouching was allowed even when the player was not grounded.
  • Removed settings from version control: Removed unnecessary settings files from version control.
  • Decreased climbing speed: Adjusted climbing speed for smoother gameplay.
  • Update jump deceleration: Fixed issues with jump deceleration mechanics.
  • Fix climb horizontal movement and autoclimb: Addressed problems with horizontal movement during climbs and unwanted autoclimbing behavior.
  • Stop climbing on x movement: Resolved an issue where climbing wouldn’t stop with horizontal movement.

Other

  • Removed unused script and files: Cleaned up project by removing unused scripts and files.
  • Set base UI for testing: Configured basic UI elements for testing.
  • Fix SIG Games banner: Corrected display issues with the SIG Games banner.
  • Reset screen resolution on build: Ensured screen resolution resets correctly after each build.

Full Changelog: v0.1.0...v0.2.0

v0.1.0

29 Sep 21:24

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Release Notes - v0.1.0

Features:

  • Resolution Manager: Added a new tool to control screen resolution, making it easier to adjust display settings for different devices.
  • Improved Health System: Updated the health system with a new lives feature, giving players more control over their health in the game. [Not finished]
  • Climbing Mechanic: Introduced a basic climbing feature, tested and working with game assets. Fixed bugs related to infinite jumping while climbing.
  • Global Settings Update: Added more options to the global settings, like a God Mode and better control for the master volume.
  • Frame Rate Control: Added settings to control the frame rate, improving performance on different hardware.

Bug Fixes:

  • Climbing Animation: Fixed problems with the climbing animation, making it smoother and more realistic.
  • Infinite Jump Bug: Solved the issue where players could jump infinitely when climbing. [There is an edge case when this error still occurs; it will be fixed furthermore.]
  • Movement Fixes: Adjusted player movement for smoother controls, especially when running and climbing.

Improvements:

  • Project Structure: Reorganized the project files into folders for better management.
  • Mechanics Improvement: Added more options and improved movement mechanics, making the player controls more responsive.
  • Optimized Imports: Cleaned up unnecessary imports in the code to improve performance.
  • Run Speed Adjustment: Tweaked the run speed values for better control and more natural movement.

Full Changelog: v0-base-version...v0.1.0