In this update13
Full notes
Full Paper Towel Royale update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
- Gameplay
- Store
- Balance
- Performance
Paper Towel Royale changes
Full Release Announcement!
I'm pleased to announce that Paper Towel Royale is finally in a state where I'm comfortable calling it "complete" after almost 4 years since my first commit to GitHub! I want to say thank you to all of the early access players who have supported this game from the beginning. It wouldn't be where it is now without you.
This doesn't mean that I'm finished releasing updates; I'm just ready for more people to play it because I think that it is finally worth playing.
This final 1.0.0 update focuses entirely on the friction points that make or break a player's experience: input reliability, camera behavior, and visual clarity.
Update v1.0.0 Notes
Additions:
Basketball:
overhauled maps
added cheering sound on score
added game notification and sound for scoring a three-pointer
made goal barriers only collide with the basketball
added a slight basketball throw animation
camera now follows basketball hoops
camera now follows basketballs
increased size of basketball sprite
added indicator to point out where basketball is Steam post image
Added Reddit link to menu
Added lead change notifications
Added new bullet sprite for gumshot
Added explosion AOE sprite for bubble special
Added explosion AOE sprite for grapple special
Improved change scene arrow sprite
Added a help menu
Improved crown indicator arrow sprite
Added gifs to movement tutorial
Removed redundant tutorial messages from tutorial instructor ui
Made it to where anyone can interact with the game end screen buttons
Added ability to submit ui using 'e'
Added specials sign to special shop
Increased default speed of helicopter intro
Game Balance:
King of the Crown:
wearing the crown now reduces movement speed by 25%
Basketball:
reduced ball respawn delay to 0.5s
increased 3-pointer distance by half a unit
increased basketball throw force
increased wind-up time slightly
decreased collision size of basketball bumpers
Tower Control:
reduced default match time to 4 minutes
increased speed of the tower substantially
increased tower idle time before timeout from 3.5s to 5.5s
Respawning:
Respawn time now scales upwards with number of players by a little bit
Increased default respawn time by 1 second
Increased chance of lightning in jungle world slightly
Reduced storm damage from 5 to 3
Made experience gain based more on time played than kills or damage
Increased default camera extra zoom and follow speed
Item Balance:
Item Spawns:
reduced spawn-rate of rocket launchers
reduced spawn-rate of cacti
Shield Pot:
increased explosion AOE size by 20%
Cactus:
reduced damage rate when attached to players
increased throw-force
Rocket Launcher:
now shoots a max of 3 shots instead of 4 shots before destroying
Grenade:
now detonates in ~2s after activation
Turret:
Increased health from 75 to 100
Baseball Bat:
Increased size of collider and sprite
Special Balance:
Grapple Special:
now pulls players through blocks
increased speed of grapple
increased explosion radius
increased max explosion damage from 80 to 95
improved grapple explosion effect
reduced charge lost on death by 10%
Bubble Special:
increased number of bubbles from 3 to 6
doubled bubble shoot range,
made each successive bubble shoot closer than the last
increased explosion radius
increased max damage area for explosion
increased bubble max lifetime from 15s to 20s
gave bubbles more gravity to not fly away
made it harder for bubbles to automatically pop each other
Hammer Special:
halved damage
reduced max duration from 10s to 5.5s
slightly reduced character forward thrust
Missile Launch Special:
removed where missile explosion would hurt the original user of the special
increased explosion max damage area
increased missile fuel
reduced missile initial speed
reduced collider size
Spin Special:
reduced projectile knockback
increased charge time by 3s
Gun Balance:
- Chumpsignificantly increased knockback and recoil
- Desert Eagleslightly increased knockback, fire-rate, and clip-size (by 2)
- Dual Masterincreased fire rate
- Gumshotno longer a burst weapon; increased fire rate and clip size; decreased damage
- Guzzlerincreased clip size, recoil, and fire rate; reduced reload time
- Tri-Burstincreased burst fire-rate and fire-rate; decreased reload time by half a second
- Upshotincreased recoil and knockback slightly,; bullets now go vertical much more than horizontal
- T-5increased clip size and fire-rate
- Negative!increased forward recoil
- ZapperIncreased knockback and clip size (by 2 bullets), reduced fire-rate slightly and reload time by 0.3s
- Pop PistolIncreased number of shots; decreased reload time
Fixes:
Fixed where rocket launcher missiles would explode even when being absorbed by sponges
Fixed where camera would have a seizure when something was too far off screen
Fixed where after you shoot the basketball or throw an item you can’t shoot until clicking once on keyboard & mouse
Fixed lightning explosion AOE sprite
Fixed some camera barriers on some stages
Fixed powering up indicator for basketball not showing when holding it to the left of the character
Fixed strange error in tower control
Fixed where the tower on Parlimont tower control map wouldn't work
Fixed incorrect icon for choosing target score for Last Towel Standing game mode
Fixed deathmatch game mode overtime not working
Fixed where score increase text would go too far down
Developer Reflection
The Importance of Playtesting
There were so many times where I spent multiple months working on a feature, only to realize that players either didn't understand it, or didn't enjoy it. Of course, this is all a part of the iteration process, but it still felt like I was accomplishing nothing.
It isn't easy to tell how players will respond to a mechanic without seeing them react in real-time! Balancing intuitive gameplay and controls with deep and interesting gameplay was a huge challenge. I could add a super deep and interesting mechanic, only for it to be completely lost on players because it was unintuitive or unexplained.
Local Multiplayer is Challenging
One of the biggest hurdles to developing a local multiplayer game is that you must fit everything on a single screen. Every piece of information from UI to gameplay elements must all share one space without becoming too cluttered or too small. This problem is compounded when you want to support up to eight players, as Paper Towel Royale does. How shall I communicate to each player:
Their current health?
Their current ammunition?
Are they reloading?
Their current special charge?
Is their special ready?
Which player are they?
Scope Creep
One of the most difficult parts of finishing this game was knowing when to stop adding new things. Truly, one of my biggest allies was good old Google Docs where my giant TODO list lies. When I was tempted to add some unnecessary feature that seemed cool, I instead stuck them in the "Ideas for the future" section.
Conclusion
Of course, I didn't do this perfectly, but I sure learned a lot in the process. Not only that, but I think I've got a pretty fun game to show for it! Give it a try and let me know what you think!
Source
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