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PUNCH PLANET - VERSION 0.5.2

Love the animation Ninja ;)

Cid probably won't get a slide type move but Dog will probably get something similar.

I suggest this only because Cid looks to have 0 defense tools, and that her entire tool kit at the second is completely devoted to pressure and mixup with some setup thanks to the electro-grenade. So her having a meter only escape tool would be good for her to get out of situations and oki.

Her EX.KnifeRush (slash) has invincibility right now, will probably make it throwable however. Every character has the ATC (parry) which is supposed to act as the universal defensive mechanic.
 
oh god... The Wall Bounce WITH the s.mk dash cancel...

Cid's corner pressure is going to be nasty as all hell.
 
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oh god... The Wall Bounce WITH the s.mk dash cancel...

Cid's corner pressure is going to be nasty as all hell.

Yep I like to make characters super broken and then balance around it, you can parry all of this stuff so I don't think it's that bad ;). We'll see when I actually play someone with it.
 
Too cheap?
Hard to say without knowing how +/- she is on block and by how much, and what your input delay is + the hitstop / startup of the kick / start up of the dash.

If she can stick out that fast sMK and cancel into dash and still be + to frame trap the opponents buttons, that's probably not very engaging for either player.
If there's tons of input delay it's even more powerful.

She has a lot of mix ups, so she should probably work a little bit harder to get in a position of applying pressure instead of just using her long poking button to transition into offence.
Close range command normal that cancels into the dash (I'm thinking Q st.MK or something) would probably suit her more, and it would give her a good meaty option on their wake up she could mix in to get things started.

Then again, if she's - and you have low input delay then it's probably going to be a gimmick.

-

Also, are you planning on using rollback netcode with save states like licensing GGPO?
It would be the make or break between having the ability to play the game without a local scene.
 
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Here's a HQ best of three as well
 
Hard to say without knowing how +/- she is on block and by how much, and what your input delay is + the hitstop / startup of the kick / start up of the dash.

Right now she's negative but not punishable on block, positive but not comboable on hit, and comboable into lights on CH/WP (whiff punish). Having just played with it for the first time for a few hours, it's one of her strongest tools currently but I'm unsure still if it's too strong. St.MK xx Dash -> JTC (1 TC bar) -> overhead is super strong so it might need a bit of a nerf, probably make it punishable on block (less block stun).

Also, are you planning on using rollback netcode with save states like licensing GGPO?
It would be the make or break between having the ability to play the game without a local scene.

Yep definitely planning on rollback netcode, but still unsure whether it will be through licensing GGPO. It's the most important aspect for the game having any sort of success, in my opinion.
 
Yep definitely planning on rollback netcode, but still unsure whether it will be through licensing GGPO. It's the most important aspect for the game having any sort of success, in my opinion.
I promise I will NOT play it without rollback so I completely agree! :P

Right now she's negative but not punishable on block, positive but not comboable on hit, and comboable into lights on CH/WP (whiff punish). Having just played with it for the first time for a few hours, it's one of her strongest tools currently but I'm unsure still if it's too strong. St.MK xx Dash -> JTC (1 TC bar) -> overhead is super strong so it might need a bit of a nerf, probably make it punishable on block (less block stun).
If she's negative then it would mostly just come down to your reaction time on the dash cancel, because then all you have to do is jab to beat all her follow up options besides dash into DP, (the gimmick) which kind of makes me think of SFV Karin's rekkas.
No?
(I'm also curious how fast your overhead speeds are, how fast throws are, and what the tech window is);

Definitely depends on how fast the dash is I guess.

From watching half of this FT3, the things that come to me right away as a spectator is that the effects for blocking / hitting aren't different enough (the hits look harder to see than the blocks).
I found this to be the case in MKX and MK9 (when you had to turn off blood in tournaments) which was really annoying.

Also the combo counter seems to be a little small, if it was larger it would probably be easier to immediately tell who's getting hit.
JTC also obscures hit / block pretty good too.

Project looks fun so far though!
I'll most likely be looking here(?) for when the build drops.
 
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If she's negative then it would mostly just come down to your reaction time on the dash cancel, because then all you have to do is jab to beat all her follow up options besides dash into DP, (the gimmick) which kind of makes me think of SFV Karin's rekkas.
No?

Yeah the defender can jab so the only thing she can do is block, ATC (parry, which is instant), or invincible move (Ex.KnifeRush / Super). Haven't tested yet whether defender throw wins or loses against her jab.

(I'm also curious how fast your overhead speeds are, how fast throws are, and what the tech window is);

St.MK does 15f blockstun
Dash is 18f so it puts her at -3 (jabs are 4f at the moment)
Throws are 4f startup (should beat her jab on block)
Tech window for normal throws is 6f

From watching half of this FT3, the things that come to me right away as a spectator is that the effects for blocking / hitting aren't different enough (the hits look harder to see than the blocks).

I agree, FX are not currently our strong features but we plan on improving them soon.

Also the combo counter seems to be a little small, if it was larger it would probably be easier to immediately tell who's getting hit.

Word, we'll be doing some iteration on the UI soon so I'll keep this in mind.

JTC also obscures hit / block pretty good too.

Aye, not sure if we'll address that any time soon.

Project looks fun so far though!
I'll most likely be looking here(?) for when the build drops.

Thanks for checking it out! I try to keep this thread as updated as possible.
 
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hmmmm...

small things that i notice is that when Roy got KO-ed by Cid's Knife Rush, Roy would repeat his scream each time he got hit. Kinda silly and it reminded me of Soul Caliber with the after KO stompings.

Another thing is that I noticed that Cid doesn't have all that many voices lines where she's speaking. Not sure if they're going to be placed in or not but a voice line for her grenade and overhead slash special would be get for the players reaction. [I only say this cause the Overhead Slash once it's in its active frames it's very quick, and the grenade itself is some what small and can go unnoticed by the opponent. Then again the idea of the grenade leaving an arcing trail behind it for it's ex form might change all of that.]
 
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small things that i notice is that when Roy got KO-ed by Cid's Knife Rush, Roy would repeat his scream each time he got hit. Kinda silly and it reminded me of Soul Caliber with the after KO stompings.

Hah yeah I'll be fixing that one today. Some bugs ya just don't find until you play ;)

Another thing is that I noticed that Cid doesn't have all that many voices lines where she's speaking. Not sure if they're going to be placed in or not but a voice line for her grenade and overhead slash special would be get for the players reaction. [I only say this cause the Overhead Slash once it's in its active frames it's very quick, and the grenade itself is some what small and can go unnoticed by the opponent.

Yeah her VO is still very much in progress.

Then again the idea of the grenade leaving an arcing trail behind it for it's ex form might change all of that.]

We like this idea, gonna mess with it soon.
 
Here's a HQ best of three as well

"Free Punk!"

Roy's cancel-insult game is on point. Liking everything so far, I see Roy holds his gun at all times now, probably smart because pulling it out every time takes forever unless you're Falco and can land-cancel that shit. And when Cid EXes, the rimlighting makes her hair look friggin awesome!

I have a lore question though: Cid's profile says one of her occupations is ball-busting?? She means like busting people's chops right?

Right???
 
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that video was the first i've seen of this. looks interesting.

the currently shown designs aren't quite my favorite, but since it looks very sci-fi, i hope for a weird alien or robot.

i do like the shading effect going on. with a thicker outline, it could look like a rumble fish successor.
 
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I'm not exactly sure what all the blue holograms are. Are those the EXes? Some of them look like they do nothing, like it's just a regular backdash or something.
 
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"Free Punk!"

Roy's cancel-insult game is on point.

Hah, he's supposed to say Freeze but the cancel happens so fast it cuts it off >.>. Sounded weird when they overlapped, maybe I'll delay the "Punk" a bit.

Liking everything so far, I see Roy holds his gun at all times now, probably smart because pulling it out every time takes forever unless you're Falco and can land-cancel that shit.

Yeah we converted his whole animation lib over to having it out, and it was definitely helpful being able to get a few more frames to work with not having to pull it out / put it back.

And when Cid EXes, the rimlighting makes her hair look friggin awesome!

Bubble hair ;)

I have a lore question though: Cid's profile says one of her occupations is ball-busting?? She means like busting people's chops right?

Right???

She is a badass mofo that runs a tight ship

the currently shown designs aren't quite my favorite, but since it looks very sci-fi, i hope for a weird alien or robot.

Yeah we gonna get more creative with the characters as we continue, the four unrevealed characters are much different.

i do like the shading effect going on. with a thicker outline, it could look like a rumble fish successor.

Word thanks for the feedback.

I'm not exactly sure what all the blue holograms are. Are those the EXes? Some of them look like they do nothing, like it's just a regular backdash or something.

The blue clones are tied with the TC (time-cancel) mechanic and has a few different uses.

DTC = Double Time Cancel, used like a roman cancel / fadc. Input is by pressing the same button of the move you want to cancel during the hit freeze. For example, MP xx DTC is input by MP -> MP (during freeze). Costs 1 TC bar (blue). Can dash, jump, ATC, and use attacks out of DTC.

ATC = Absorb Time Cancel, used like a parry (works similar to Ryu's in SFV but is active instantly (beats meaties) ). Input is Forward + MP + MK. If it absorbs a hit, the clone plays a hit stun animation. If it whiffs, the clone plays a different animation (Roy turns around, Cid drops her knife). Loses to throws. Costs half a TC bar if whiffed, is always usable.

JTC = Jump Time Cancel, cancels a forward dash into a short hop. Input is MP + MK during dash. Costs 1 TC bar. I want to expand on this eventually, possibly have different JTCs for each character.
 
Ah okay, that makes much more sense, as Roman Cancels are still the fighting game mechanic I haven't internalized into going "oh this is a cancel visual."

I'm not familiar with the JTC concept at all; I assume it's for faster high/low mixups without having air-dashes that are either too spammable or too difficult to execute instantly?
 
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I'm not familiar with the JTC concept at all; I assume it's for faster high/low mixups without having air-dashes that are either too spammable or too difficult to execute instantly?

Yeah it's mainly supposed to be a mobility mechanic, but having it cost meter means it's not used so often in the neutral.
 
Now those look fuckin crisp! I love the wallbounce, one of the few things SG is missing is a proper wallbounce animation, and the knockdown is just breathtaking. The way he hits his chin just looks painful. And for some reason, my favorite animations are the ones where his jacket moves a lot (such as his standing punches).
 
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jeeze, I just noticed how high damage is gonna be in this game. Ending with that punch super almost always got nearly 50% on those combos. Hope its otherwise a little harder to hit that kind of damage.
 
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Now those look fuckin crisp! I love the wallbounce, one of the few things SG is missing is a proper wallbounce animation, and the knockdown is just breathtaking. The way he hits his chin just looks painful.

Indeed, they are quite the improvement, we've been using that same jank juggle animation for so long :P.

And for some reason, my favorite animations are the ones where his jacket moves a lot (such as his standing punches).

Yeah those kind of details add a ton to the animations.

jeeze, I just noticed how high damage is gonna be in this game. Ending with that punch super almost always got nearly 50% on those combos. Hope its otherwise a little harder to hit that kind of damage.

It's gonna be a delicate balance between how much damage hits do, how much the combo scales, and how much and how frequent they get the meter for them. There's also some pretty heavy low-health scaling so these combos don't do as much when they are almost dead. I'm hoping to have 3-4 solid combos = death, and leaning towards Bo5 rounds for standard play. We'll see, always looking for that sweet spot but it will mostly be found through play testing a lot.
 
We've been updating our hit animation library for the past few days, among a lot of other gameplay tweaks and optimizations. Here's what Roy's looking like now
This looks real promising.

Quick side question: will the characters have lots of alternate colors? I really like it when fighters have an overabundance of color options.
 
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from the looks of it there is like 6 or so colours already for both Roy and Cid, so most likely.

Different colours is always fun.
 
Low health scaling just makes lifebars super confusing. I'm not sure what purpose it's even supposed to serve besides just making it look like characters have less health than they really do.
 
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It seems kinda pointless if it applies to everything, but there are probably exceptions. Counterhits maybe?
 
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yeah i have to agree, going for the SF low health scaling will make things awkward when dealing with both players who are in low health. Where normal combos if done at full health would have done enough damage to kill, in low health might not and it could leave you in a situation where the opponent can take advantage of that slip up and win. Because of this in high lvl play of SF4 you would see players heavily back off from each other when they were at low health and try to chip away at the remaining health bar. This change of pace at those points of the match would just ruin any momentum the match might have had. Something i feel if this was mechanic in PP were to be amp up would hurt the game overall.

What i feel you should do is slightly lower the overall damage most combos do and to not have the low health scaling system in place. It would get rid of the confusing factor for players and it would make it that the game would need more resets/ opportunities at neutral. [Something I feel Punch Planet could excel at judging from the videos posted]
 
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I think Guts/low hp scaling is a fun mechanic, in fact I'd like to see it in another genre like a shooter. But I do agree it can be confusing; I'd love to see a game elucidate its effects in a preferably humorous way, like putting a big goofy magnifying glass over that last sliver of health.
 
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I think Guts/low hp scaling is a fun mechanic, in fact I'd like to see it in another genre like a shooter. But I do agree it can be confusing; I'd love to see a game elucidate its effects in a preferably humorous way, like putting a big goofy magnifying glass over that last sliver of health.

It's not something I'm particularly attached to. I like the aspect about it where it can make the end of a round feel a bit more tense since it takes a little bit more to finish the opponent off, but I also am not a fan of the inconsistencies in combo damage that it gives. Luckily it's only a toggle and a value change to disable it so it's not really a big deal to me ;)
 
What's fun about it? The only real mechanical effect it has is basically a rounding error. You could do a little math to figure out how much to multiply base HP by instead so it takes the exact same amount of damage to kill, and almost nothing changes.
 
It definitely has its use. In a neutral oriented game like SF where stray hits mean a lot, it can add to the tension when the round gets down to the wire. On defense especially when someone gets hit by a move that would normally kill, it can add to that "oh shit, I'm still alive" moment when it doesn't actually kill them. Like a lot of things in fighting games, it's subjective, and one way or the other isn't more correct. There's also a possible middle ground there where even just a tiny bit can give the affect you want, even when the difference in overall damage is very small.
 
CLOSE UPS~!!!!


Joking aside, the zoom in is pretty well done. I'm sure later down the road you're going to add some extra small flare animations to the characters when they are doing their animations during the super freeze.
 
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CLOSE UPS~!!!!


Joking aside, the zoom in is pretty well done. I'm sure later down the road you're going to add some extra small flare animations to the characters when they are doing their animations during the super freeze.

Yeah the only one we really think looks any good right now is the Cid one where she twirls the knife, rest of them will definitely be updated.
 
aye. Roy's Punch [Which I hope will be also updated to be a series of pummeling punches ending with the giant single punch for a knockdown. It's current form is just too similar to his Gun super in terms of it being a single hit super that wall bounces the opponent.] the animation when zoomed in looks very rough.
 
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Made a combo video today
 
Might be a little nitpicky, but CIDs knife super feels like it lacks some punch. The wind up is good, but the slow walk forward lacks energy. If there was more movement to it, like if she moved it back and forth in a stabbing motion aggressively, I think it would look more exciting. Obviously if it's too much of a hassle to change, don't worry about it.
 
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