This is a pretty big one - there still are some bugs in this release, and it does not always hit framerate. If you're concerned about performance, you might set the quality settings to 970, even if you have a better GPU. We'll optimize this ... and also fix issues like Vayusah sometimes getting stuck at the end of the level. Also, a few of the animations in Level 2 are placeholders. We're still working on improved versions but first up is Apastarrr in Level 3.
But we really wanted to push this out because it has so many changes and also fixes some issues we've had in Alpha 50.
I'm just posting those in chronological order for now ... it's 7:16 am, and we have a pretty big demo event tomorrow.
- Added "ah" audio for Vayusah (that was previously missing)
- Added new audio for landing and take off of Pritvitej
- Achievement "No Notes Missed" - this could be achieved under certain circumstances when not a single note was hit; fixed - now you need at least 50 notes to achieve this
- When "Reset Unlocked Levels" is clicked, the game now fully restarts; before, it was necessary to exit and restart the game manually to enter the welcome scene in the first level, now this is just this button click
- Removed feature that stroking Pritvitej after a session was played, you'd immediately repeat playing this song - most people triggered this accidentally, and then it looks as if they were caught in a loop of that song, while they actually were just pressing "play again" (without knowing it)
- Fixed Pritvitej always congratulating player after playing Level 1, even when they haven't actually completed the level ...
- Tried going from Unity 5.3.4f1 to 5.3.4p2 (the most current patch release) but this was giving me frequent crashes in the game, so reverted to Unity 5.3.4f1; later tried 5.3.4p4 which does no longer crash but creates severe hiccups, so we're still using 5.3.4f1
- Fixed loading of high-scores (this sometimes didn't show highscores, even though there actually were highscores available for that track)
- Fixed a problem that sometimes occurred when you missed a few notes right before switching to another instrument track: Your current track was then muted and not properly unmuted (this was a rather nasty one that we already thought we had fixed a few times - let us know if you still run into this)
- Fixed an issue where Pritvitej said stupid things ("Good job, gimme five" when you have just entered the level)
- Our multipliers were kind of unfair: after an 8-notes streak, you got x2, after 16 you got x4, and after 48, you got x8, which give you 8 times as many points per hit note as regularly ... and just missing one note would require too many notes to get back there ... which was really frustrating for some players. So we have changed this to x2, x3 and x4, and increased the base score to 200 (instead of 100) ... that should provide for much more balanced scores. Next step on this is to tweak the minimum score to finish each level (it should be much easier now, to finish the levels because for now, we kept the scores)
- Increased Bonus for Velocity and Angular Velocity from 20 to 40 (to match higher scores)
- Added Bonus when catching any orb with your head (80)
- Rewrote code accessing Steamworks API to be much more robust (we had some issues with state getting lost sporadically, and leaderboards sometimes not being loaded properly)
- Replaced the Placeholder Achievement Icons with Much Better Drafts (those are still not the final ones - but at least they are much better than the old, ugly and all-looking-the-same ones)
- Added new Achievement "I use My Head" that you'll get when you finish any of the levels with enough points so you could unlock the next level and only used your head to catch the notes
- Added new screenshots to store page, removed some old screenshots
- Added some extra information to the leaderboards, like how many orbs caught with left hand, right hand and head, as well as the time of the session for that score (this isn't visible in the UI, yet, but we store it and will later also show it)
- Added proper error message when Leaderboard could not be loaded (for whatever reason); this should never happen - please let us know if you ever see this!
- Added new animations for Vayusah - Level 2 is now "feature-complete", some of these animations looks terrible and should be considered placeholders but in the middle of animating this level we realized that we had a problem in our rig that we'll have to fix before animating this one for real
- Improved how Player Height check is performed (this should prevent you from having to move lower and lower when playing only with your head ;-) )
- Vayusah now moves freely in the level while dancing (with correct animations)
- Added high-five sound in Level 1 ... and Placeholder FistBump sounds
- Changed how levels are selected in the level selection scene: Previously, the level paintings would move towards you and stay as long as you're pointing at them with the laser-pointer, and would immediately move back once you're no longer pointing at them. The main issue with this approach was that you could not use the laser-pointer for controlling UI elements, so we added a different approach for multiplayer in the last update: Once you have pointed at one of the paintings, it approaches, and stays there until you dismiss it by pointing at an arrow and using the trigger to activate it. So now we're using this approach consistently for all levels. Instead of pointing and "clicking" the dismiss button, you can also use the grip buttons (we generally use the grip buttons to "cancel" or "let go").
- Added subtle audio-feedback for catching notes: It's a very short, high-pitched hihat sound and this should help quite a bit with orienting yourself in the rhythm because now you can hear when you're a little too early or a little too late
- Now using better sound-effects for missed notes and multiplier lost
- Added a much better impact-effect when you catch a note! This is currently disabled in the 970 quality setting to maintain framerate.
- Improved color scheme of score flash to make timing more obvious, also made the timing indicator a little larger (because it's the second most important thing in that UI, after the added score)
- Changed order of instruments in Levels 2 and 3: Level 2 now has the snare drum last (because it's the most difficult one), Level 3 has the melodies second, hihat third and bassline fourth because that way, difficulty increments gradually
- Added a completely new environment for Level 1; this is currently only available in the 980 Ti quality setting!
- Added two more achievements: Left handed / right handed for when you only use one hand (and no head and not the other hand)
- Added trackname and minimum score to track bubbles in level selection scene
- Showing trackname for all instrument track selection orbs
We also did some work on multiplayer - but that didn't go very well. The next release is multiplayer only (unless we already have the new water-level finished - in that case, we'd include that as well).
