We've decided to postpone the lighting optimizations to 0.6. Instead we focus on improving the minigames and adding localisation.
Major Features
Texts overhaul:
* Font system changed: All texts are now crisp and clear
* localisation framework implemented
** We implemented a framework to make the game localizable.
** First localized language: German (we added this as test for the localization framework.)
** further languages will follow in version 0.6 (Spanish, Italian, French, Japanese, Simple Chinese)
Minigame overhaul - optimizing, partially redesigning minigames for more fun
* General:
** We want minigames to be more challenging, more accessible and more fun.
** All minigames are now based on points. Each 100 points reward 1 heart
** Whenever you receive points, this is shown above the cat.
** Minigame descriptions have been adjusted.
* Mouse minigame:
** Redesign intention: We wanted to underline the chaotic character of this minigame by adding mice with different speed and value. To add some challenge, we created the traps that catch away the mice and also stun your kitty if you hit them.
** now has 4 types of mice:
** fatty mouse is slow and scores 10 points
** normal mouse is ... normal... ;) and scores 20 points
** quick mouse is very quick and scores 30 points
** supermouse is extremely quick and rare, but scores 50 points
** mousetraps catch mice and also stun Konrad for a short time if he hits them
** The area where the player is sitting is now blocked for the mice. So they won't run inside the player anymore.
* Parcous minigame:
** Redesign intention: The original version was to hard for beginners and too easy for experienced players. So we wanted to make it more accessible without making it easier in general.
** new Layout makes it easier to reach the rings
** rings now come in different sizes - difficult areas use larger rings (to not demotivate)
** all ring group segments were adjusted and rebalanced
** new ring group segment with just 2 tiny rings
* Tea Party minigame:
** Redesign intention: We wanted the game to become more fun and more speedy.
** All destructible elements were adjusted in point value and weight
** it's now easier to throw down the larger elements but they score less points
** You can now clear the table multiple times. The table lays itself after being cleared.
* Fish minigame:
** Redesign intention: Unlike the Mouse minigame, this one should be more about reaction. Wait until the fish come -> quickly react and catch it. But don't catch it, when it's a piranha ;)
** Fishes now come in random sizes between 100% and 200%
** the larger the fish the slower it jumps (and scores less points)
** additionally there is a koi, scoring lots of points but jumping vertically (hard to catch)
** Be aware of piranhas and don't touch them! They reduce your score by 50 points
** We tweaked the river, so the water is floating along it.
* crab minigame:
** Redesign intention: We wanted this to become a typical "whack a mole" game with a special challenge (Steven) distracting you.
** crabholes have been replaced
** crabs are now "waiting" after crawling out of the hole. But you can only hit them, when they are outside.
** the black crab scores additional points but is quicker.
** there can now be multiple crabs at the same time
** The seagull "Steven" watches the crabs. If you accidentially touch steven, he'll land and scare away the crabs.
Enhancements
* Collision detection redesigned
** Separate colliders: for triggering actions (Triggercapsule), physical collisions of the cat (skeleton colliders) and interactions with the paw (for minigames).
** Colliders now also sync proper with animations.
* Calibration optimization
** changed look of shown playarea during calibration
** added check of playareasize -> if it's too small, a warn board notifies you
* Updated to Unity 5.5.3
* some internal code cleanup
Bugfixes
* Fixed need value (size of the need sphere) displayed wrong after an urgent need was fulfilled.
* Fixed orientation of playarea sometimes calculated wrong for oculus (when using 3 sensors).
* Fixed world position offset set wrong when the playarea was rotated.
* Fixed a bug in Parcours-Minigame that sometimes highlighted multiple rings at the same time.
* Fixed flickering in empty progress bars.
* Fixed environment animations sometimes becoming stalled. (Like the parrot in the bathroom.)
* Fixed sand castle sometimes restoring itself during the action.
* Fixed energy bar being shown when the fortune wheel was spinning or cat sitting on AppExit button.
* Fixed pressing a button during minigame flipping the cat (in hand mode).
* Fixed "hold cat like this" hint sometimes not vanishing.
* Fixed collectible hearts colliding with the cat-UI.
* Fixed begging animation of cat not stopping when removing it from the AppExit button.
* Fixed waiting time before leaving app sometimes being skipped.
* Fixed Fortune Wheel becoming huge in some very rare cases.
* Fixed empty energy bar shown during minigame in some very rare cases.