Lots of changes and fixes in this update!
Below are images and small descriptions of the more prominent changes, at the bottom of the page there will be a full change log.
Speed Lines & Dynamic Camera
To add to the feeling of speed, dynamic lines have been added to the camera, which will either be non existent, very minimal or very noticeable - based on how fast the player is going!
With the extensive changes to the speed of the game, a dynamic camera has also been implemented. Since the camera is not the traditional forward facing camera, this made it very difficult for the player to react at high speeds. Now, the faster the player is going, the further the camera pulls out, and the slower the player goes - the closer the camera gets. This allows players to see a little further at high speeds to anticipate oncoming obstacles.
Before, chunks from the obstacles would just vanish...and it wasn't very pretty. So, using the same system the trees use (fading out when the camera is close, to avoid obscuring the player) - these chunks now fade out. It's a much less jarring POP from existence.
The biggest UI changes come from the progress bars having undergone vast tweaking. Now, the XP bar is segmented, with a cardboard border, and the distance progress bar has now become footsteps, to further make it clear what the bar portrays. Along these changes, text is now outlined to further improve readability on backgrounds.
Intro/Exit & Pillars
More of a cosmetic change, but one that helps ground the world. The track now has support pillars, and (depending on the map) has visible entry points from the previous map!
Full Change Log
General Changes / Fixes
Fixed Origin Shifting in Endless Mode
Loading Screen Changes
Various tweaks to player speed
Various difficulty tweaks
Fixed Endless Mode Break Error : Infinite Loop
Added light to Miner Helmet when in Crystal Caves
Overhaul of the curved effect
Replaced legacy squeak audio with the newer effect in some animations
Made "woosh" sound deeper
Added pillars to the track
Added cosmetic intro and exit points to track
Fixed delay in Level Up FX
Rewrote the algorithm that spawns obstacles to have less repetition
Added dynamic Camera that changes distance based on speed
Overall polygon count
New FX for each pickup
Chunks of debris fade out
Added speed lines based on velocity
Various post processing tweaks
Multiplayer Changes / Fixes
Fixed Golden Banana speed bug
Fixed Monkey fur ghosting
Tweaks to Dinosaur's speed
Fix "Draw" in multiplayer
Fix Monkey's fur around knees
Voice recording round 3