Releases: SIGGames/PacoMonkey
Releases · SIGGames/PacoMonkey
v1.0.0
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
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
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
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
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
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
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
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
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
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