Looking for Imago : Changelog
Here are presented the notable changes in the different versions of the game.
Versions
Version 0.7.0 - 2017-12-16
Highlight
- Graphics: Brand new graphical direction
- Redrawn all game objects (except characters), decorations & environments
- Increased graphics resolution by two
- Added texture to all grounds
- Added corner decorations to the ground back layer
- Complete rewrote of the parallax layers system
- Player: Added in extremis jumps (jump allowed few milliseconds after having left ground surface)
- Insects: Added a new flying insect which can be saved - in every puzzle level
- Puzzle levels: Updated all levels to contain this new flying insect
- Puzzle levels: Added three new levels and removed a bad one
- Core: Stabilized and optimized tons of things!
Graphics
- Environments: Redrawn Spring Meadow parallax layers
- Environments: Redrawn Pines Forest parallax layers
- Environments: Redrawn Anthill parallax layers
- Environments: Added HSL colors palette generation
- Environments: Added corner decorations to ground back decorations
- Game Objects: Redrawn all ground decorations
- Game Objects: Redrawn all bouncing mushrooms
- Game Objects: Redrawn falling block
- Game Objects: Redrawn stalactite
- Game Objects: Redrawn ladder
- Game Objects: Redrawn rock ball
- Game Objects: Redrawn hint plant
- Game Objects: Redrawn twig particle
- Game Objects: Drawn rocks
- Parallax: Complete rewrote of the parallax layers system
- Parallax: Added support of scale
- Parallax: Added support of vertical scrolling
- Parallax: Moved classes to specific folder
- Parallax: Added tiled parallax layer
- Parallax: Fixed level editor parallax
- Color Utils: Added HSL to RGB utility method
- Color Utils: Added HSV to RGB utility method
- Color Utils: Added RGB to HSL utility method
- Color Utils: Added RGB to HSV utility method
Gameplay / Game Design
- Added new rocks format (five predefined rock shapes)
- Ant: Improved stuck detection & corners management
- Ant: Added speed & speed variation capability
- House fly & Wasp: Improved & fixed flying logic when starting in the air
- Player: Improved feedback & status management
- Player: Added in extremis jump (jump allowed few milliseconds after having left ground surface)
- Player: Added screen shake on strong landing
- Player: Added twigs jet when walking / running
- Player: Added little glow effect when catching an Imago Point
- Secret Imago Points: Replaced skin by an animated flying insect
- Secret Imago Points: Now follows player when caught & needs to be brought to level exit to be marked as saved
- Added a new Free Fly Manager to bring a bit more life to floating / flying insects
Levels
- Puzzle levels: Added Secret Imago Points in all levels
- Puzzle levels: Added "Importance of landing" level
- Puzzle levels: Added "Neither more nor less" level
- Puzzle levels: Removed "Push ball on spikes" level
- Puzzle levels: Improved few details in pretty much all levels
- Wild levels: Added rocks in procedurally generated grounds
- Tiled Levels: Disable bottom limit indicator
User Interface
- Game title: Improved game logo
- Options Screen: Added game resolution option (1x & 2x)
- Options Screen: Added show / hide virtual joystick toggle (mobile only)
- Pause Overlay: Added "next level" button when the next puzzle level is available
- Puzzle End Level Panel: Added feedback about saved SIP
- Wild World: Added "Game Over" panel
- Level Selection Screen: Added SIP saved feedback on level items
- Level Selection Screen: Changed items disposition to a 5x3 grid
- Level Selection Screen: Fixed missing focus when coming back from game screen through pause menu
- Level Selection Screen: Fixed wrong page index computation
- Theme: Fixed pivot computation of the buttons bouncing animation
- Theme: Added short bouncing animation on button focus in
- Main Menu: Improved main buttons
- HUD Layer: Improved curtain texts animation
- UI Navigation Context: Improved direction navigation (gamepad) by changing component election algorithm
- Inspector: Added new UI inspector module to tune various things (dev tool)
Level Editor
- Level Editor: Updated editor to support new game objects graphics
- Level Editor: Added rock game object in editor
- Level Editor: Improved tiles color & layers alpha for better readability
- Level Editor: Added ant rotation in the inspector
- Level Editor: Added ant speed & speed in the inspector
Core
- Game: Added step by step simulation mode for debugging purposes
- Camera: Improved, simplified & refactored the whole logic
- Spatial Deactivator: Disabled activity propagation for static spatial elements
- Spatial Deactivator: Improved spatial elements warm-up
- Spatial Deactivator: Changed chunks storage data structure to 2d Dictionary with integer keys
- Added Spatial Deactivator Engine to better control execution order
- Simulation: Improved engines execution order
- Simulator: Added pause capability & cleaned code
- Libraries: Added Dragon Bones animation library
- Libraries: Removed usage of Starling-Extension-Graphics
- Scene Objects: Fixed & improved warm-up
- Scene Objects: Improved registration & destruction management
- Scene Object: Removed displayObject member field
- Tiled Level: Improved initialization, parsing, clearing & destruction management
- General: Moved all Render Panel registrations from Tiled Level to Scene Objects
Assets Management
- Assets: Added multi-resolution support (1x & 2x)
- Assets: Refactored all graphical assets structure organization
- Removed all unused graphical assets
- Moved all sprites sheets into a new folder (images/atlases)
- Assets: Added atlases generation directly in the build process
- Removed sprites sheets from git versioning control
- Assets: Removed Krita temporary files from git versioning control
Exhibition & demo mode
- Exhibition mode: Took jump key & pause key into account to stop the auto reset
- Exhibition mode: Set default screen to Main Menu instead of Intro screen (that's more appealing)
Other fixes, refactoring and optimizations
- Spikes: Improved generation of spikes to avoid using TiledImage and save precious draw calls
- Ladder: Improved generation of ladders to avoid using TiledImage and save precious draw calls
- Ant, Aphid & Beetle: Fixed spatial element start position by setting the initial graphics position
- Ant: Fixed roof falling after re-activation by triggering falling state after a certain falling time
- Environments: Added singleton based architecture to re-use the environment instances
- Tiled Level & Tiles Layer: Moved tiles built flags to Tiles Layer
- Tiled Level: Removed all usage of Render Panel static layers
- Render Panel: Removed all static layers (because Spatial Deactivator takes care of hiding invisible game objects)
- Render Panel: Added margin to the active area to anticipate activation (based on player speed)
- Character Shape: Added body fixture friction initialization
- Fixed virtual joystick in Wild Game Over Panel & refactored virtual joystick touches management
- Inputs Controller: Reduced Strings creation by using uint keys to store keys pressed
- Math Utils: Added lerp utility function
- Optimization: Added GroundBox scene object
- Optimization: Added GroundBackDecoBox scene object
- Optimization: Ground rendering optimization by culling decorations (via GroundBox & GroundBackDecoBox)
- Optimization: Moved ground decorations creation to GroundBox scene object
- Arrays: Replaced all .splice(i, 1) occurrences by .removeAt(i)
- Upgraded projects to Adobe AIR 26
- Android: Fixed minimal android sdk
… and tens of other small things not listed here.
Version 0.6.0 - 2017-03-26
Highlight
- Translation: Added multi-languages support & added french language
- Optimization: Integrated spatial auto-deactivation mechanism
- Level Editor: Improved and stabilized the editor
- UI: Added game running in background in all possible menus
- Graphics: Added ground corner decorations
- Fixed laggy screens transitions by loading levels at the right moment
- Added "demo" game mode with limited number of levels
- Added "exhibition" game mode for game events
Gameplay / Game Design
- Spikes: Fixed kill issue when player is not killed when falling in spikes
- Disable lifetime for all rocks. Rocks are no more destroyed by themself.
- Rolling Ball: Removed restitution to avoid deadly bounce
- Bridge: Improved planks generation
- Blade Of Grass: Improved physical shape
- House Fly & Wasp: Fixed free fly distance to target computation
- Rock: Improved/fixed body density (it's now easier to push them)
- Ladder: Fixed one side top platform maskBits to allow collision with all game objects
- Ladder: Used environment ground friction for top edge
- One Side Platform: Setup missed edge fixture categoryBits & maskBits
Levels
- Puzzle levels: Added 4 new puzzle levels
- Puzzle levels: Improved design of a lot of levels
- Wild World: Added 5 new chunks
- Wild World: Improved various chunks
- Reduced length of cave wild sample level (-20%)
- Removed all power-ups (not balanced enough)
- Tiled Level: Allowed top edge on ladders when tile on top is a one side platform
Graphics
- Improved a bit player walking animation
- Improved a bit player climbing animation
- Added ground decorations around boxes, bridge planks & cog tooth
- Player: Added twigs jet on skid
- Popup Spikes: Added presence indicator
- Brought falling blocks above spikes in rendering
Controls
- Added dead zone to virtual gamepad
- Fixed virtual joystick reset on level finished
Sounds
- Added sound for player walk step in grass(5x)
- Added sound for player run step in grass (5x)
- Added sound for player climbing step (5x)
- Added sound for player death by spikes
- Added sound for player death when crushed
- Added sound for circle rolling
- Added sound for bridge break
- Updated sound for cog friction
- Integrated new ambient musics
User Interface
- Added screen corners to all possible screens
- Added time attack mode available from options screen
- Added curtains fade in before level loading & improved curtains animations
- Improved focus indicator on iconed buttons
- Achievement Box: Added game pause capability to the panel
Level Editor
- Level editor: Added bridge in editor
- Level Editor: Added default map
- Level Editor: Added center view to map shortcut (CTRL+G)
- Level Editor: Added object copy/paste through CTRL+C/CTRL+V shortcuts
- Level Editor: Added delete button in game object tool panel
- Level Editor: Improved object size tool to better support resizing when the object is rotated
- Level Editor: Improved all inspectors to update only the changed field and not all the fields each time
- Level Editor: Rounded position of dragged game objects
- Level Editor: Increased tile tool buttons size to 42px
- Level Editor: Added more tile type shortcuts ('f' = falling block, 'o' = one side platform, 'd' = back decoration)
- Level Editor: Added transparency effect on the game objects tool panel on an initial drag
- Level Editor: Added position fields for all inspectors
- Level Editor: Added Level Entrance Inspector
- Level Editor: Added fields constraints to objects wrappers (i.e.: min size)
- Level Editor: Improved fields input modes in inspectors
- Level Editor: Added isStatic flag in Box Shape Wrapper
- Level Editor: Added isStatic flag in Circle Shape Wrapper
- Level Editor: Improved fields labels in all inspectors
- Level Editor: Fixed resources allocation overflow due to intense quads creations
- Tiled Level: Added random level entrance election when more than one entrance is defined in the level
- Aphid Wrapper: Fixed missing direction initialization
Session / Statistics
- Added game sessions data & persistency
- Added way to reset game by pressing start button for a long time
- Added storage of play time per level
- Added storage of level started count
- Added storage of level finished count
Other fixes, refactoring and optimizations
- Made sure that the first puzzle level is always marked as available
- Cleaned unused particle configs & textures
- Game: Split simulator in two: core simulator (always active) & game simulator (active when a level is running)
- Added quads pool utility class
- Updated copyright to 2017
- Upgraded projects to AIR 24
... and tens of other small things not listed here.
Version 0.5.0 - 2016-04-16
Highlight
- Complete rewrote of the player horizontal movements control
- Complete new smooth camera system
- Wild World: Improved ground generation algorithm & parameters
- Wild World: Added Wild Imago Points
- Improved behavior for all insects
- Added achievements & rewards management
- Added statistics management
- Added PS4 controller support
- Improved all texts rendering quality
- Started to redesign the main character (it will be the major goal of next version!)
Gameplay / Game Design
- Beetle: Improved behavior (they can now fall on their back & movements are now managed with forces)
- Ant: Disable chance to toggle direction on angle change (avoid frustrations)
- Aphid: Added body density & used forces for movements (it feels more natural)
- HouseFly & Wasp: Improved fly behavior (added free fly when out of player attraction & attraction cool down)
- Insects: Improved physical shapes
- Wild World: Added resurrection bonus
- Player: Reduced air jumps impulsion & duration (multi-jumps)
- Player: Improved ladder detection (it's now possible to grab a ladder with the player upper body part)
Levels
- Wild World: Added new chunks
- Wild World: Improved all chunks & re-balanced all levels difficulty
- Wild World: Fixed mushroom scale in ground generation
- Puzzles: Updated & improved a lot of levels
- Puzzles: Adjusted time to get chronos
- Improved level physical bounds (its not anymore possible to leave the level from the sides)
Graphics
- Added ground bottom limit indicator (currently only visible if scale mode & window ratio allow it)
- Wasp: Fixed wings animation issue
- Wasp: Added grab animation when dynamic body is caught during fly
- Imago Points: Improved particles emission
- Added decorations on top of ladders
- Added glow effect around chrysalises
- Redrawn few grass decorations
- Player: Improved climbing animation
Camera
- Added auto-zoom behavior to always see both the player & the ground surface
- Added anticipation based on player velocity
- Fixed & improved zoom formulas
Controls
- Improved inputs management to allow D-Pad, D-Stick & keyboard at the same time
- Fixed & improved virtual joystick for mobile version
- Improved support of mobile back button
User Interface
- Added Chronos & Secret Imago Points catching completion in level selection screen
- Added statistics screen accessible from the options screen
- Added achievements/rewards popup window
- Added UI navigation with gamepad left stick
- Added auto-selection of last played puzzle level in puzzles list
- Added way to skip level curtains to start level quickly
- Added auto-hiding of mouse pointer after 2 seconds of inactivity
- Improved credits screen (added special thanks section, added ending sentence, etc.)
- Added persistency to user game options
- Added fades to pause overlay
- Fixed screen transitions (fades)
- Added scaling animations on buttons
- Added UI navigation contexts stacking
Level Editor
- Added Wasp in the editor
- Added Beetle rotation
- Add Home button to go back to the main menu
- Improved editor performance with big levels
- Improved arrow keys behavior (if an object is selected: move it, else: move the view)
- Fixed text inputs ('a' key & arrow keys)
- Added new icons for circle body, rectangle body & cog
- Improved inspector width management & increased panel width
- Fixed tiles grid
- Fixed parallax layer
Other fixes, refactoring and optimizations
- Added Environment classes to better handle biomes (parralax, music, decorations, etc.)
- Removed useless & unrelevant graphics cleaning in the physics engine wrapper
- Refactored & cleaned player death / destruction (methods, signals, etc.)
- Improved ladders bounding shapes & group ladder tiles
- Improved & cleaned contacts manager
- Improved one side platforms logic
- Moved player birth animation in PlayerGraphics component
- ResourcesController: Removed dead code
- Unified & fixed player components dirting
- Moved HUD layer from Game class to RenderPanel class
- Added lock pause & fixed pause in end level panel
- Used quads for static gradient backgrounds & removed backgrounds from environment atlases
... and tens of other small things not listed here.
Version 0.4.0 - 2015-10-20
Highlight
- Horizontal Wild Level mode is now playable, and it is challenging!
- Added tens of new chunks for Wild Levels
- New insect: House fly
- New insect: Wasp
- Added Spriter2D animations support
- Added Wind Affector which brings life to ground decorations
- New main menu with game scene in background
Gameplay / Game Design
- Player can now release ladder by pressing down key + jump key
- Improved player velocity on ladder
- Removed wolf traps (not organic)
- Removed bats (not an insect)
- Aphids are not anymore killable by the player and they let him jump one tile higher
- Removed falling block auto-destruction
- Added falling block triggering by other falling block (brings new puzzles)
- Unified grounds friction
- Added player strong contact detection (feet contact)
- Stalactites are now also collidable when not falling
- Improved PopupSpikes pop-up animation (tweening)
Levels
- Plenty of improvements in Puzzle Levels
- Added three Wild Level samples in Puzzle Levels (one per environment)
- Removed wolf traps levels
- Replaced all bats by flies
Graphics
- Added new graphics for Aphids
- Added new graphics for PopupSpikes
- Added screen corners effect
- Added surface / underground graphics to levels
- Added twig jets when player jumps & lands
- Added camera movement interpolation (camera moves smoothly now)
- Added camera zoom
- Added ground back decorations
- Added new ground decorations (plants, grasses, mushrooms, etc.)
- Added ground decorations on OneSidePlatform
User Interface
- Added menu navigation with game pad (only D-Pad) + Keyboard
- Enable full screen at startup
- Disable escape key to quit full screen (now it’s CTRL+F)
- Added new scaling mode: No Border (real full screen)
- Added new pause menu with icons buttons
- Fixed & improved screen transitions (not all yet)
- Improved rendering layers management
- Added level editor access from the main menu
Level Editor
- Huge level builder tools refactoring & improvement
- Added chunk grid
- Added layers for tile maps
- Added zoom capability
- Added view centering
... and tens of other fixes not listed here.
Version 0.3.0 - 2014-12-23
Version 0.2.0 - 2014-08-09
Version 0.1.0 - 2013-05-11