Prototypes

This page will go into the history of the Davigo Prototypes. These are experimental builds that are sent out to the patreons who are earthbreaker and above.

#### Quest Prototype (Jan 29 2022)

* (Not a version update)
* This one is special, it's the long-awaiting **QUEST PROTOTYPE**. This initial release of the Quest prototype build is distributed through SideQuest with key distribution managed by Itch.io. To get access, please follow the instructions here: https://www.patreon.com/posts/62134831

#### 0.2.12P (Jan 29 2022)

* **Online Networking v7**
	+ Prediction smoothing is improved
	+ Idle objects, such as fallen trees, will no longer damage the warrior when touched
	+ Giant boundary added
	+ Fix fissure duplicating on client
	+ Fast-moving objects, such as a thrown warrior, will no longer pass through geometry
	+ Shields are now grabbable by the giant Warrior speed/jump reduced when using a shield and when in peril
	+ Warrior now temporarily invulnerable on spawn
	+ Bomb now correctly explodes when thrown by the giant
	+ Fissure affects warrior when in ragdoll
	+ Rocket will flicker before exploding during rocket ride
	+ Giant damage vignette will no longer appear on VR spectator camera
	+ Menu music layers added to online menu flow

#### 0.2.11P (Jan 13 2022)

* **Online Networking v6**
	+ Improved ragdoll joint stability
	+ Fixed warrior grabbing
	+ Warrior can now escape from the giant's hands after a few seconds.
	+ Warrior colours
	+ Trees and wall rocks have damage state
	+ Warrior drops prepped rocket when hit in ragdoll
	+ Warrior takes damage in ragdoll
	+ Birds in Kairos (!)
	+ Cannonball and rocket explosion prediction
	+ Shield pickup prediction
	+ Rocket ride launch fixed
	+ A number of other small fixes
* **Govigedit (Online Map Editor Package)**
	+ Damageable Object can now have a damage effect which is spawned every time health is lost. Example usage is the tree.
	+ Rocket Spawners can now be despawned on rocket pickup.
	+ Bumped internal Govigedit version to 2. This means your maps must be recompiled with the newest Govigedit. Get Govigedit v2 here: https://drive.google.com/file/d/1m8W1fUV1YxrRQm0wXkbdi\_SxrdRy3q0m/view?usp=sharing

#### 0.2.10P Online Custom Maps (Dec 27 2021)

* **New Feature: Custom Maps support for Online matches!** You can now make custom maps for online using the downloadable Govigedit package.
* Govigedit uses a component based style instead of the previous object swapping system, which allows you to mix and match components, as well as customise them to create new mechanics and ideas. For example:
	+ Cannons can fire any physics object! Rocks, bombs, trees, etc.
	+ The Giant could press cannon buttons (configurable), which could allow the giant to fire back bombs at the warrior.
	+ Anything can be made destructible with different levels of destruction, including the floor itself.
	+ Birds could be coloured whatever colour you want -- feel free to make a bird sanctuary
	+ Anything can be attached to a physics object, making for some interesting dynamic maps.
	+ Objects can be set to despawn after a period of time.
	+ And more, feel free to play around.

* Login flow and authentication added. Please register using the email you used on Patreon
* Warrior ragdoll has been added to online mode
* Spawns working correctly in online mode
* Various bug-fixes in online mode.

#### 0.2.9P (Nov 25 2021)

* **New Map: KAIROS (ART UP).** Updated art on KAIROS. Includes windmills, vines, and stone paths. New objects, such as dead trees, tables, and chairs. Background elements have been added.
* **New Maps: GIANT'S GATE and GIANT'S GATE (SUNSET).** Updated art on the GIANT'S GATE prototype map. Includes statues, prayer wheels, and torii gate. The SUNSET variant features a new skybox and lighting.
* **New Feature: Lanterns.** The VR player can pluck lanterns from their attached poles and use them like bombs. Plucked lanterns explode on impact. The lantern poles can also be pulled up from the ground. Playable on GIANT'S GATE and GIANT'S GATE (SUNSET).
* **New Map: WARRIOR CONTROLS.** Test new, experimental warrior controls, such as strafing while aiming and a zoomed-in aim camera. The aim camera has been removed from the GIANT'S GATE map variants.

https://gfycat.com/querulousoilyamericanwigeon

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https://gfycat.com/faroffcalmaustraliancurlew

#### 0.2.8P (Nov 4 2021)

* **New Level: Sunken City.** A city drowned in the flood. Fight on submerged rooftops surrounding the leaning bell tower. (Designed to explore warrior platforming and asymmetrical map design). Features 2 variants.
* **New Level: Giant's Gate.** An ancient temple floating in the sea. Fight on multiple vertical levels between the red gates. (Designed to explore verticality). Features 2 variants.
* **New Feature: Aim Camera.** This feature zooms the camera in when the warrior is readying their rocket to fire, giving them more angles to fire at, especially up close to the giant. Only on Sunken City and Giant's Gate.
* New Account feature to verify users due to the devs being charged based on user accounts, to better ensure people who play the game are supporting the project

#### 0.2.7P (Oct 14 2021)

* **Online Multiplayer**
	+ **New feature: Lobbies!** Players are now gathered in a lobby when initially creating a room.
	+ All members of the room can see how many players are in the lobby, their selected role (Warrior or Giant) and their ping to the host.
	+ Host can configure the rules of the match while in the lobby. Currently this is only setting the amount of lives for the Warriors and Giants.
	+ At any time during a match, the host can return all players to the lobby and begin a new match, without needing other players to reconnect.
	+ Added significantly more error handling when creating or joining rooms. - Fixed an issue where players exiting mid match did not have their characters destroyed.
	+ Fixed issue where Warrior's vertical velocity was not cancelled when colliding with something above them.
	+ Add camera shake for the Warrior when nearby impacts or explosions occur.
	+ Rocket ride now has a short grace period after launching where it will not explode on impact.
	+ Pullable rocks and trees now spawn a visual and audio effect on break.
	+ Giant will now see a red vignette when taking damage or low health, as in the offline version.
	+ Giant will now feel haptics when their hand is destroyed or regenerates, or they attempt to grab while their hand is destroyed.
	+ Cannonballs now have their proper explosion.
	+ Giant can now grab multiple objects with a single hand.
	+ Objects can now be grabbed by multiple hands simultaneously.
	+ Improve rocket ride controls.
	+ Fix issue where bomb's fuse would not be reset correctly when the Giant grabs it.

Note: this update has a new version of **NAT Traversal**, a tool used to connect players together reliably. If the traversal **fails for a client, they will see the word RELAY** next to their name in the lobby, and will likely have a much higher ping than expected.

#### 0.2.6Pb (Sept 30 2021)

(Released a few hours after 0.2.6P)

Deployed a small update to fix an issue where the Warrior could throw bombs extremely fast in Online Mode.

#### 0.2.6P (Sept 30 2021)

* **Online Multiplayer**
	+ The **most important feature** in Davigo has arrived to online: **Birds**.
	+ Scoring now functions correctly online. In the default setup, the Giant wins when all Warriors run out of lives, and the Warriors win when all Giants run out of lives. Press **Tab**, **Select**, or the secondary button the left hand XR controller to display the score. *Right now the mode is hardcoded to one life per player. Expect customization to come in the near future!*
	+ When the Giant's face or hands are damaged, shield pickups will spawn, as in the offline version.
	+ All of the Warrior's equipment (rockets, bomb, and shield) now display correctly when they are in ragdoll or rocket riding.
	+ Fixed issue where Giant's head was not displaying in their hand-shields' reflections.
	+ Fixed issue where Warrior's rocket boost would fail when they performed it near the ground.
	+ Bombs now spin when thrown as in the offline version
	+ Add water to Kairos.
	+ Warrior can no longer use multiple "tools" (rockets, bombs, and shield) simultaneously, or when dodging.
	+ Warrior's shield now flickers red when the next hit will destroy it, matching the offline version.
	+ Trees and rocks can now be knocked out when they are struck by impacts, matching their behaviour in the offline version.
	+ Improve Warrior's turn animation.
	+ Adjust forces required to pull rocks and trees out from the ground.

#### 0.2.5P (Sept 16 2021)

* New Level: Dark Mode! This is a version of Proving Ground on a foggy night. The giant has powerful light beam emitting from their eyes to search for the warrior, who can sneak around the darkness.
* New Level: Agora. An experimental 360° room-scale map optimized for 2x2m playspaces.
* Fixed issue where scores weren't uploading to the global leaderboard (your top local highscore will be submitted to the leaderboard)
* Gamepad support added to powerups. Press the north button to trigger the Warrior powerup.
* Purple Power Cube improvements. Destroy the power source to release "power dust" that charges the Warrior. As the Giant, grab the power source to charge your hand. - Fixed issue where the Warrior would fall forever on Kairos.
* **Online Multiplayer**
	+ Rebuild cannon to more closely resemble its offline counterpart.
	+ Multiple improvements to Warrior's shield to make it more closely resemble its offline counterpart.
	+ Add gamepad support. - Add dithering effect used when objects are between the Warrior and their camera.
	+ Fix issue where Warrior would recover from ragdoll while mid-air. - Camera now tracks the Warrior when they fall off the map or are killed, as it does in the offline version.
	+ Fix issue where rocket ride would explode immediately upon mounting it.
	+ Add footsteps audio.
	+ Add audio for Warrior impacts.
	+ Warrior's current amount of armour is now correctly rendered while rocket riding.
	+ Giant's three head chunks that represent health are now correctly destroyed based on position of impact.
	+ Add effect that plays when Giant's head chunk is destroyed.
	+ Fix issue where Warrior's third person camera was not pointing at their center of mass

#### 0.2.4P (Sept 9 2021)

* Target Smash highscores are now associated with anonymous accounts instead of usernames.
* Only one score from each user appears on the global leaderboard.
* Top local highscore is added to the global leaderboard to preserve previous scores.
* Add native Oculus XR support (the previous patch only supported Oculus via OpenXR). Using Oculus will resolve the issue where the PC screen would not render when the headset is plugged in.
* Add option to settings menu to toggle XR providers between Oculus, OpenXR, Auto or None. When Auto is chosen, Davigo will by default load Oculus for Rift and Quest devices, and OpenXR for SteamVR devices.
* Add information text to the settings menu displaying your current running XR system (and OpenXR runtime, if applicable).
* Add option to settings menu to set your OpenXR runtime specifically for Davigo.
* Add button to settings menu to open the Unity log file directory. This is useful to find the log files in the event of an error or crash.
* Add button to settings menu to reset your settings to default and delete your config file.
* Fix issue where skybox was not correctly rendering on Oculus devices when using OpenXR.
* **Online Multiplayer**
	+ Fix issue where Davigo would crash on client disconnect.
	+ Fix issue where lightmapping was not correctly loading.
	+ Add rocket prepping and firing audio.
	+ Add bomb prepping audio.
	+ Current room code now displays in the XR pause menu.

#### 0.2.3P The First Online Update (Sept 3 2021)

* **New Feature: Grappling Hook!** (For traversal) When fired, the grappling hook will attach to any object. Once attached, press jump to launch yourself towards the hooked object. The grappling hook replaces the bomb in the prototype level "Grappling Hook."
* **Simple warrior color selection**. In the Battle Menu, you can now cycle between 5 warrior color options. Note that these colors are not currently based on devices, but on slot position. No gamepad control.
* **Added restart and return-to-menu** button mappings to VR controller in Target Smash.
* **Online Multiplayer**
	+ **A first draft of online multiplayer has arrived!** This iteration is focused around testing the core physics and networking, and is currently restricted to a single map and mode. Head to the **Online Battle** menu on the Home screen to check it out. Expect frequent updates as we build towards feature parity with the offline version.

* **OpenXR** **Davigo's VR back end now runs on OpenXR**.
	+ OpenXR provides a unified way for developers to to interact with AR/VR devices (i.e., code for Oculus is the same as code for SteamVR). If you own an Oculus device, you can choose to either use SteamVR or Oculus as your OpenXR runtime. *For Oculus, this is done in Oculus Home, Settings > Beta > OpenXR Runtime.* *For SteamVR, this is done in the SteamVR Settings > Developer > Set SteamVR as OpenXR Runtime.*

#### 0.2.2P (Aug 26 2021)

* **Target Smash!** Play as the giant and try to smash all the targets as fast as possible. High scores are recorded and shown in the menu.
* **Global high score table!** For target practice, now you can see the best times ever recorded and try to go for the top 10.
* **Powerups Prototype now available in Kairos variant**. Check out "Purple Power Cube."
* **Giant powerup improvements** . The giant can power up their hand by holding it next to the purple power cube until the meter is filled. Then, press and hold trigger to activate, and release trigger to fire a powerful lighning blast.
* **Warrior blast powerup** . The warrior can detonate a large, short-range spherical blast. To charge, stand near the purple power cube until the meter is filled, then press 'E' on the keyboard to detonate (there is no gamepad button mapping currently, and single-warrior only).
* Updated the Target Smash menu to be in-line with the rest of the menu overhaul from earlier this year. - Improvements to the UX of target smash level.
* **Tech Update: VR Backend**. All of the VR systems for Davigo have been overhauled. This should give better compatibility with certain devices, like the Knuckles controllers, and systems like Virtual Desktop. Testing has been done across devices to ensure things are working correctly, but if something is broken on your setup please report it to the developers!

#### 0.2.1P (May 5 2021)

* **New Prototype: Grab and Drag locomotion.** This can be toggled on/off in the rules menu.
* Credits screen added (includes patrons, currently sorted alphabetically)
* Powerup Pickup map is fixed. The warrior can cycle through various rocket types by running over the orb. The giant can now release their laser without pushing their hand forward.
* Proving Ground now loads correctly
* Wooshing audio added when objects fly past (currently only attached to some objects on the map "Hell's Gate").
* Option added to settings menu to select VR device SDK (Oculus or OpenVR). Defaults to Auto.
* All prototype maps all now have descriptions and images.

#### 0.2.0P Alpha 2 (April 2 2021)

* **Menu overhaul!** The entirety of the main menu has been redone to improve the look and feel.
* Map Greyblock has been renamed **Kairos!**
* **Added entirely new art added for Kairos!** Also added birds.
* **Added Warrior tutorial!** - **Improved and expanded on Giant tutorial.**
* Add new effect for Giant's head explosion.
* Improve effects for when the Warrior takes damage.
* Menu now displays error messages when Davigedit maps fail to load or config fails to save.
* Fixed issue where rocket ride camera would jitter when mounting the rocket.

**Davigedit**

* Add new field to MapSettings, **PlayType**, to indicate whether the map is intended for standing or room scale play areas.
* Add new field to MapSettings, **PlayAngle**, to indicate whether the map is intended for 180 or 360 degree tracked setups.
* Fix issue where maps would silently fail to export correctly if the preview image was not correctly configured.

#### 0.0.22P (March 12 2021)

* Rocket Ride transitions and MKB controls improved.
* Fix cinematic camera rigs. Press N to activate split-screen and 1 and 2 to cycle between cameras.
* Half as many shields spawn from giant damage.
* Map selection and match settings persist between scenes.
* Giant Boundary toggle added to game settings. (Note that the only map that currently has a boundary is Greyblock.)
* Warrior can no longer use shield and roll simultaneously.
* Giant hand shields now reflect entire world.
* Trees now use occlusion maps to add soft shadows to the leaves and trunk.
* Giant tutorial is currently broken as it is being updated
* **Davigedit**
	+ DitherableSurfaceComponent now available. Placing this component on objects with cause them to be rendered transparent when they come between the Warrior and the camera.
	+ Custom preview images are now supported and will appear in the Stage Select screen.

#### 0.0.21P (Feb 19 2021)

* **New feature: Emotes!** Warrior can now perform emotes by either pressing the **1-4** keys on the keyboard or **any direction** on the gamepad's D-pad.
* Added a boundary to Greyblock that constrains the total area the Giant can move around (the total area is quite large, only preventing players with very large playspaces from walking to the back of the stage and overwhelming the Warrior).
* Added an option called **Warrior Killzone Damage**. When this value is less than 1 and the Warrior is knocked off the level, they will take a set amount of damage and respawn back on the stage. (When this value is set to 1 they will be immediately killed, as before.) Default value is 0.15.
* Defaults for game modes now allocate a single life to both the Warrior and Giant. Warrior default health has been increased accordingly.
* Rocket ride sound effect has been improved.
* When the Warrior is holding a bomb and the fuse begins to run low, it will burn slightly slower and play a small warning effect. Once the bomb is thrown the fuse will again burn at a regular speed.
* When the Giant is holding the Warrior and damages them, the Warrior will now automatically be dropped from their hand.
* Refined Greyblock's layout.

#### 0.0.20P (Feb 12 2021)

* Revised the design of Map\_Greyblock.
* Rocket ride can now be destroyed during the transition phase when the Warrior is preparing for liftoff.
* Reduced health of Warrior shield. - Reduced fissure speed from 30m/s to 23.
* Shields that spawn when the Giant takes damage or has their hands destroy now persist for a minute, up from 15 seconds.
* Added new mesh for Giant back-of-the-hand shields.
* Added new mesh for Warrior shield.
* Added visual and audio effect for when the Warrior's shield is hit by objects.
* Rocket will no longer explode when it collides with an object in the first 30ms after it is fired. This is intended to prevent the rocket immediately exploding after it is fired and collides with an object the Warrior is close to.
* Updated some smoke effects.

Part B (Sneaky update sent out 6 hours later)

* ᴸᵃᵗᵉ ⁿᶦᵍʰᵗ ᵗᶦⁿʸ ˢᵉᶜʳᵉᵗ ᵘᵖᵈᵃᵗᵉ ᵗᵒ ⁰.⁰.²⁰ᴾ
* ᶠᶦˣᵉᵈ ᶦˢˢᵘᵉ ʷʰᵉʳᵉ ᵗʰᵉ ᴳᶦᵃⁿᵗ ˢʰᶦᵉˡᵈ ʷᵃˢ ᶦⁿᶜᵒʳʳᵉᶜᵗˡʸ ᶠᵃᶦˡᶦⁿᵍ ᵗᵒ ᵇˡᵒᶜᵏ.
* ᶠᶦˣᵉᵈ ᶦˢˢᵘᵉ ʷʰᵉʳᵉ ᵘˢᶦⁿᵍ ᵂᴬˢᴰ ʷʰᶦˡᵉ ᶠˡʸᶦⁿᵍ ᵗʰᵉ ʳᵒᶜᵏᵉᵗ ʳᶦᵈᵉ ʷᵒᵘˡᵈ ᶦⁿᵗᵉʳᶠᵉʳᵉ ʷᶦᵗʰ ᵗʰᵉ ᵐᵒᵘˢᵉ ᶠˡᶦᵍʰᵗ ᶜᵒⁿᵗʳᵒˡˢ.
* ᴮˡᵒᶜᵏᶦⁿᵍ ʳᵒᶜᵏᵉᵗˢ ⁿᵒʷ ˢᵖᵃʷⁿˢ ᵃ ᵘⁿᶦᵠᵘᵉ ᵛᶦˢᵘᵃˡ ᵉᶠᶠᵉᶜᵗ.

#### 0.0.19P (Feb 5 2021)

* **New map: Map\_Greyblock.** This map is a simple, refined battlefield designed for fast paced action.
* **New feature: Health accurate Giant head shattering.** The Giant's will now break off in three distinct chunks, making it easy for the VR player to accurately tell their remaining health. After all chunks are blown off, the final hit will always result in a kill.
* Warrior can now perform a **dodge roll** when pressing the **West button** on the gamepad or **Left Shift** on the keyboard.
* Warrior's shield will now break after a certain amount of hits.
* When the Giant takes damage or has their hand destroyed, the resulting explosion will send out metal chunks the Warrior can pick up to use as a shield (if their current shield is damaged or broken).
* Shields on the back of the Giant's hand now have more dynamic reflections.
* When large physics objects (like the rocks, trees) are between the camera and the Warrior, they will now be rendered semi-transparent.
* Default game presets have been changed to use Giant health.
* Turn sensitivity has been increased when using the gamepad on the rocket ride.
* Rocket ride now deals three times as much damage as a regular rocket when it is directly crashed into the Giant.
* New, more dynamic jump animation for the Warrior.
* Warrior's feet now use inverse kinematics to correctly place them on sloped surfaces.
* Warrior's armour art has been slightly improved.

#### 0.0.18P (Jan 15 2021)

* **New feature: Giant head shattering.** When Giant health is being used, damage taken by the Giant will break off pieces of their head.
* To allow the Giant to view the state of their own head, the **shields on the back of their hands are now "reflective"**, displaying an image of the Giant's head.
* When in VR, the scoreboard will always display directly in front of the VR player (previously it was in a fixed position in the map).
* Warrior's shield is now carried on their hip when not in use

#### 0.0.17P (Jan 1 2021)

* **New feature: Dithering**. When a structure is between the Warrior and the camera, it will be rendered partially transparent (or *dithered*). This currently has only been set up for the maps *Overture Overpass* and *Acrophobia*.
* Objects the Giant blocks with their back-of-hand-shield will now bounce off instead of explode.
* When playing with Giant health enabled, when damage is taken by the Giant the VR player's screen will briefly display a vignette and blur effect.
* Fix issue where extremely large forces would inadvertently be added to the Warrior when struck by fast moving objects.
* Fix issue where the Warrior would sometimes die when not in peril.

#### 0.0.16P Christmas Update (Dec 24 2020)

* **New feature: Giant hand shields**! When the Giant makes a fist, the back of their hand is now covered in a metal plate capable of blocking incoming projectiles.
* **New map: Horizon.**
* When the Warrior's camera is locked on to the Giant, there is now a short delay when firing rockets. Rockets are still fired immediately when using the free aiming camera.
* Crosshair is no longer visible when camera is locked on when firing rockets or throwing bombs.
* Fixed issue where the Warrior's arms would fall off when riding the rocket.

#### 0.0.15P (Dec 15 2020)

* **Warrior ragdoll now takes damage on impacts** (e.g. when thrown at ground or walls while in ragdoll).
* **Giant powerup: Push Lightning.** In *PowerupPickup*, the yellow orb can activate powerups by either player. The giant can activate the lightning powerup by reaching out to the orb until they see the transparent line between the hand and the orb turn yellow, then making a fist and pulling toward themselves. To fire lightning, release the fist and push your hand forward. The warrior will get a random rocket powerup by picking up the orb.
* **Warrior Shield.** The shield reduces the impact force of incoming objects thrown by the giant. Hold **left bumper** or the **middle mouse button** to use.
* Improved consistency of the amount of force that's applied when slapping the warrior.
* Improved MKB rocket ride controls.
* Improved autocam controls: Now tap the autocam button (**Left trigger** or **left shift**) to enter battle camera (hold this button to activate the autocam temporarily and release after a few seconds to return to the standard orbit camera).
* Ping Test: We're researching online networking latency. The *ExperimentInputDelay* level lets us set an input delay to simulate latency, so we can get a better idea of what online play would feel like. Let us know what amount of latency becomes noticeable and annoying.
* Fixed bug where multiple warriors couldn't use the Rocket Ride.
* Fixed bug where camera would get lost in multi-warrior battles.

#### 0.0.14P (Dec 1 2020)

* **New feature: VR pause menu.** The giant now has their own gameplay pause menu. All of the menus in Davigo can now be navigated in the VR!
* **New feature: auto camera.** As the Warrior, press **Left Trigger** on the gamepad or **Left Shift** on the keyboard to enter auto camera mode. In this mode, the camera will always face towards the Giant's starting position, and rockets and bombs launched will target the Giant's head. Using the mouse or right gamepad stick will exit this mode. *Developer's note: this is designed to help players less experienced with dual analog (or mouse and keyboard) controls play as the Warrior.*
* Rockets can now be fired with **Enter** and bombs can be thrown with **Right Shift**.
* **Added Prototype: Powerup Playground.** Use the **D-pad** or the **up and down arrow keys** to cycle between different powered up weapons in this prototype. Use **Right Bumper** or **Left Mouse Click** to fire.
* **Added Prototype: Hammer.** Squish the Warriors with a giant hammer for a hand! *Developer's note: this prototype is designed with multiple Warriors in mind.*
* Warrior now takes damage and plays effects when hit in ragdoll.
* Warrior now cannot perform a rocket boost for one second after being grabbed by the Giant.
* Fixed bug where Warrior would sometimes recover from ragdoll in mid air.
* Made improvements to the mouse and keyboard controls for the Warrior rocket ride.
* Fixed bugs in *Disc of Death*...again.
* Fixed bugs where the VR player could not select some UI buttons.

#### 0.0.13P (Nov 24 2020)

* **New feature: local multiplayer lobby.** To join a multiplayer match, players can now press a button on their gamepad (or Shift on the keyboard). Previously, player input devices were assigned manually via a dropdown.
* Added a post match menu that appears after a game is over, allowing the player to exit to the menu, restart the match or watch the replay.
* When the Warrior is in **peril** (i.e., the next hit will kill them), they will flash red in addition to limping.
* Impacts that cause the Warrior to enter peril spawn a visual and audio effect. *Developer's note: this effect (and the above flashing) are designed to make it much more clear to both players when the next hit will kill the Warrior.*
* UI sliders have much larger hitboxes, making them easier to select in VR.
* Projectiles thrown at the Warrior while they are riding the rocket now have aim assist applied.
* All levels now contain a light, ambient wind sound.
* The game will no longer freeze at the end of a match. *Developer's note: this freeze was due to the replay being saved to a file—while the replays are still saved in the same manner, the process is now **threaded** to avoid freezing the game.*
* When the VR headset is far away from the in-game Giant's head (due to the head being cause behind an object), the head will be display transparently to the VR player.
* *Disc of Death* has been slightly tweaked.

#### 0.0.12P (Nov 16 2020)

* **New feature: Rocket ride!** Press and hold the Jump button while carrying a rocket to ride around on it (tap the Jump button to perform the standard rocket boost).
* **New feature: VR menu!** The main menu can now be navigated in VR.
* When the Warrior is on their last hit, they will now run slightly slower (displayed by a limping animation). After 12 seconds, the Warrior will recover from this state (and again take two hits to kill).
* Added a new, fancier explosion effect for the Giant hands.
* Audio systems have been heavily refactored. This results in **significantly faster load times**.
* Disc of Death map has some new code to prevent Warriors from being constantly knocked off by rocks and trees embedded in the disc while it is spinning.
* Fix some physics issues where objects that barely hit the Warrior would not cause any knockback.
* Tweak all force amounts.
* Impacts (being struck by objects) now deal more damage to the Warrior than other forces (fissure, shockwave and explosions).

#### 0.0.11P (Nov 2 2020)

* **New feature: Giant hand fissure damage.** The Giant's hands now take "damage" when fissuring. The amount of damage taken results in fissures travelling shorter distances. The hand's "health" recovers after a short cooldown.  *Developer note: this is an attempt to reduce the Giant's ability to spam fissures, which can be frustrating to the Warrior.*
* **Vive Cosmos is now supported**.
* Warrior can no longer walk up trees.
* Fixed issue where Warrior would light bomb if the user clicked the mouse immediately at the beginning of the game.
* Fixed issue where Warrior would incorrectly maintain some velocity when boosting out of ragdoll.

#### 0.0.10P (Oct 26 2020)

* **New map: Experiment\_LevelRotation!** The main play area for this level is a huge, rotating disc. Grab and spin it as the Giant to pull the Warrior towards yourself!
* **New map: Experiment\_DuckToTeleport!** In this map, the Giant can duck his head under the lava he stands in and re-emerge on the other side of the map.
* **New feature: Armor!** When using Warrior health, there is now the option to have health be represented by physical armor pieces, rather than a floating health bar.
* Birds will now periodically sing.
* Fixed a bug where the Warrior would sometimes recover while mid air, or just while being dropped by the Giant.
* Fixed a bug where, when using Warrior armor, the Warrior would not respawn with all their armor pieces after death.
* Fixed a bug where the Warrior would get ragdoll''d when running over small objects, such as the tree trunk pieces.

**Davigedit (Davigo Level Editor)**

* **Davigedit Unity package has been updated to Initial Release D**. Please download the latest package from the Discord.
* **Birds!**
* New component - Angular Motion Component: makes a rigidbody rotate with a continuous velocity.
* New component - Massive Rigidbody Component: massive rigidbodies can only be grabbed by themselves. Useful if you have a very large rigidbody that others sit on.'

#### 0.0.9P (Oct 19 2020)

* **Warrior health:** The Warrior now has a set amount of health that is reduced on impact. The idea here is to reward the Giant for each impact they deal to the Warrior, even if the resulting force does not knock the Warrior off the stage. Health can be disabled by setting Warrior Health to 0 in the Game Options menu.
* Add birds to prototype maps.
* Updated positions of cannons in multiple maps to make them more flush to the ground.
* Warrior should receive large forces from small objects (light broken tree trunk) significantly less frequently.
* Experiment\_RocketTypes has been updated to include blue homing rockets and a view to show the currently selected rocket ammo. Use left bumper to switch between rocket types.
* On the Showdown map, the Giant can now pull firing cannons out of the ground.

**Davigedit**

* Davigedit Unity package has been updated to Initial Release C. Please download the latest package from the Discord.
* Cannon controller buttons and cannons will now be positioned correctly when a map is loaded.

#### 0.0.8P (Sept 21 2020)

* Added Rocket Types in the Experiment\_RocketTypes map, featuring homing rockets that can target the giant's head or hands. Note that multiplayer and replays will not function correctly for this map. To cycle between rocket types, use the mouse wheel or left and right on the d-pad. You can learn more about the experiment in this post.
* Fixed bug where inverting the camera pitch wasn't working.
* Light wind sound added to Proving Ground.

**Davigedit**

* Davigedit Unity package has been updated to Initial Release. Please download the latest package from the Discord.
* Updated Map Editor to allow for custom rigidbodies.
* New maps created in Davigedit now have the option to use a Davigo lighting preset.

#### 0.0.7Pb (Sept 2 2020)

* Warrior physics are now more consistent. All forces (from rock impacts or explosions) have had their values tweaked.
* Improved some visual effects.
* Fixed bug where warrior would be pushed much harder by rock impacts as was intended.
* Fixed bug where shooting rockets are certain angles would cause them to hit yourself.

#### 0.0.7P (Aug 24 2020)

* Improved graphics for damaged rocks
* Added new visual effect for rocket trails
* Added new visual effect for bomb fuse
* Improved visual effect for the burning trees
* Warrior will now trigger cannon buttons when in ragdoll
* Fixed issue that caused bombs to randomly immediately explode after being caught and thrown by the Giant
* Fixed issue where performing a rocket boost while ragdoll'd would not function correctly
* Fixed issue where Warrior would not correctly flicker white to denote the brief invincibility granted after respawning
* The Warrior's camera will now face in the direction of the Warrior Start Position in custom maps
* The Giant will now spawn at the Giant Start Location in custom maps

#### 0.0.6P Custom Map Update (Aug 8 2020)

* **Import custom maps!** Players can now build and play custom maps using the **Davigedit** Unity package. Please see the community Discord for more information on how to get started. You can also read the documentation here.
* **New map:**  **Acrophobia!** This is a large, room-scale map that include very high and low areas.
* Added option for split screen gameplay to toggle between a horizontal or vertical split.
* **Trees will now catch fire** when struck by rockets.
* Minor improvements to Warrior physics.

#### 0.0.5P (July 5 2020)

* **New map: *Showdown!***
* In *Showdown*, warriors can **pick up, carry and place cannons** by pressing X (Gamepad) or E (Keyboard).
* When the warrior is ragdoll'd while aiming a rocket, the **rocket is dropped onto the map and can be picked up again.**
* Minor improvements to the UX of the Local Battle menu.
* Can now control menu music volume through the Settings menu.
* Gamepad navigation should (mostly) work on the menu again.
* Added ability to view the changelog by clicking *View Changelog* in the bottom right corner of the menu. This contains changelogs for the current update and all previous updates.

#### 0.0.4P (Jun 2 2020)

The first prototype update!

**1. Experimental levels**

These early-stage levels experiment with allowing the giant to walk around the level freely. We've eliminated the boundary, so the giant can chase the warrior(s) to the edges of each map. The position of the giant is also higher, which makes them even more intimidating. The levels include:

* ***Overpass Overture*** This level contrasts high and low areas and features a small bridge lined with deadly flamethrowers.
* ***Riverguard*** This level places the giant in the centre of a castle with a river flowing underneath. This design gives the warrior options to hide and to scale the castle walls. Cannons and flamethrowers can be activated by debris and other objects in this level.
* ***Megalophobia*** *This one's pretty experimental.* Here we wanted to experiment with the giant's size, so **the giant is twice as big as usual.** This makes the giant scarier and basically unstoppable right now.  We don't expect competitive matches to be played on this level.

**2. "Lives" scoring mode**

Warriors can now have a separate number of lives, and the giant can have their own number of lives. This'll give you more options to balance multi-warrior matches. For example, each warrior can have 5 lives, while the giant can have 10 lives.

**3. Fire and water**

The levels contain flamethrowers that the warriors can use to light the giant's hands on fire. The giant can wave their hand to snuff out the fire. The water adds some visual variety and can also extinguish the giant's burning hands.

**4. Miscellaneous additions, such as:**

* Dynamic warrior camera for better visibility when looking up.
* The warrior's silhouette is now thicker to make it more visible.

*Note: Tiny Rocks break down into nothing, as it didn't do it in the public alpha, but this wasnt added in the official changelog*

*Note: This was accidently named as an alpha build of the game when it was actually a prototype*