Full notes
Full ploink update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- UI and audio
- Fixes
GENERAL CHANGES
New transition animation when moving between menus or restarting
THE VOID
No longer has a gravity pulling effect
Adjusted height scaling so that THE VOID rises earlier but slower
BALANCE CHANGES
Satellite
No longer gives power to "instantly" pegs, now gives power to any peg you select
Pocket Dimension
Now disables all pegs inside when disabled
Secret ability no longer gives power to other Pocket Dimensions
Cell
Increased disable time
Awesome Ball
Reworked stuff idk man there's a lot of text
Acid Ball
Increased score on hit
Bread
Gains triple score from nearby pegs
Increased price
Buffed secret ability
Egg / Easter Egg
Reduced secret ability trigger chance
TECHNICAL CHANGES
Reduced ball collision accuracy
This is the biggest performance boost out of all the changes, also potentially the biggest gameplay impact. Simply means that balls are less accurate when it comes to colliding with stuff, however this should only realistically impact gameplay if balls are being flung around at high speeds, but for the performance it gives I think it is well worth it
Improved world boundaries, balls should no longer get stuck out of bounds
Up until now every board in the game was confined using big squares around the edges, with enough speed or other physics shenanigans balls could phase through these squares and end up high or get stuck on top of certain boards like Pocket Dimension
Optimized incremental pitch sound
In order to play the correct pitch the game needs to know the score of all active balls, how would you handle something like this? Would you check the score of every single ball every single time any single ball hits any single peg? Well I did, and that's a big no no. In my defense this was VERY old code, some of the first code for the game actually
Optimized common audio files by reducing their quality, but you shouldn't hear a difference
Look idk much about audio but I keep profiling the performance and audio keeps on being a persistent issue so I'm doing everything I can to improve it
Optimized score numbers
Every ball had a score number tied to it which means with 1000 balls you had 1000 score numbers. This isn't ideal as the animation of the score numbers actually contributes a bit to performance. Now score numbers are separated into their own thing and only exist on the main board (alternate universe) and pocket dimension, making them easier to manage
Score numbers have been capped, only a set amount of them can be on the screen at once, usually not noticeable unless there are a lot of balls, let me know if the cap should be adjusted
The maximum number of score numbers is 60 for the main board and 8 for pocket dimensions
Optimized ball destroy effect
Similar to score numbers, the little white explosion when a ball is destroyed was also per ball, now it has been separated and uses a similar system to score numbers with a maximum amount visible on screen at once, they will also only appear on the main board (alternate universe) and pocket dimension
The maximum number of destroy effects is 20 for the main board and 2 for pocket dimensions
BUG FIXES
Fixed Jesteroll rerolling no rarity balls
Fixed Glue Ball not properly destroying pegs attached to it
Fixed pegs and balls flying all over the place when dragging them on low FPS
Fixed slow motion on drop ending quicker on low FPS
Fixed balls on the side not shaking correctly when the screen shakes
Fixed Moon animation not resetting at the end of a drop
Fixed unlocked Piggybank not using it's own value to increase the score of other Piggybanks
Fixed Glue Ball not transferring attached peg between universes (still a bit janky)
Fixed Anchor and Target calculating their score incorrectly when spawned onto the board
Source
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