• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

PUNCH PLANET - VERSION 0.5.2

oh yeah this is looking really good now. Lighting is spot on. mmmh

also okay i'll keep an eye for the next time you stream!
 
  • Like
Reactions: willpower
Some new first to five footage
 
Man this is sick as hell.

What level of footsies are you aiming for? I often hear from people that are dissatisfied with SFV because they feel it doesn't have the same focus on footsies as sf4. I don't really have a judgement call on that, but I'm curious whether you're aiming for a poking and whiff punish heavy game, or something really pressure focused like SFV and MKX?

Are you planning on having an input buffer like in SFV? I'm personally a fan of them, but I know some people enjoy difficult combos.

What are your planned mobility options? Will there be shorthops and super jumps like in kof? Or do you want to keep it more grounded like street fighter?
 
  • Like
Reactions: willpower
What level of footsies are you aiming for? I often hear from people that are dissatisfied with SFV because they feel it doesn't have the same focus on footsies as sf4. I don't really have a judgement call on that, but I'm curious whether you're aiming for a poking and whiff punish heavy game, or something really pressure focused like SFV and MKX?

I think my main gripe with footsies in SFV is that moves / animations don't stay out long enough (I call it follow-through recovery, amount of frames after the active frames where the move is still fully extended) in order to be whiffed punished on reaction and that their hurt boxes do not always sync with the animations so well. So in PP, I definitely want there to be more of a risk if a move is used outside the range it will hit.

Are you planning on having an input buffer like in SFV? I'm personally a fan of them, but I know some people enjoy difficult combos

I have spent a lot of time and effort on the input system in DT / PP (it's still not perfect but I have some ideas for improvements). There are various leniency values that I control and balance but overall the game is more fun to play when execution is less of a barrier, so right now the leniency is pretty large (4 frames for links for instance). Once you remove or reduce the technical execution barrier I believe you need to add more depth in other areas like spacing / push back / move ranges in order to keep it interesting.

What are your planned mobility options? Will there be shorthops and super jumps like in kof? Or do you want to keep it more grounded like street fighter?

Mobility will vary per character but in general it will need to be something you commit to. Roy has the JTC (dash -> MP+MK -> short hop) which costs a bar of DTC, and it's unclear right now whether that will be a universal mechanic or if we decide to do something unique per char. Cid could have a jetpack air-dash type JTC (Oni-style) or somethin like that /shrug we'll see.
 
  • Like
Reactions: dead
Woof, I like all those answers. I'm a fan of movement options because it adds a lot of depth, and having an overhead that costs meter is a really cool idea.

Are you planning on having any sort of open or closed beta for this one?
 
  • Like
Reactions: willpower
Eh we don't know yet if we'll put out a build for people to try, we'll see.
 
pls. Personally I would love to just go thru this game and figure everything out. Make cool Combos and other stuff.

[It's a little tick I have when ever i see a cool new fighter.]
 
  • Like
Reactions: willpower
From Lee the Art Director/3d Animator


Hey Ninja,

CRCR is one of my favorite design studios, I recommend checking out their other work if you like that c2c Delta video. Punch Planet is an ode to classic 80s/90s sci-fi, my favorite games growing up as well as my greatest artistic influences.

Here is my website if you want to checkout my work.
www.leewolland.com
 
  • Like
Reactions: erkicman and Ninja
The dirtiest of crossups

Yeah I killed that setup, little too free off any mk.shoulder hit :P
 
The art style / aesthetic is really unique and stand out for this genre. I like it.

Down for more oldschool ground based footsies style stuff too.
 
  • Like
Reactions: willpower
I feel obliged to comment on all new projects. Not much to say so far, like FIGHT VERSE it's really early to make any judgments, but 3D fighters always make me weary. Really like the art direction so far. UI needs a bit more character, a bit more 80s or sci-fi. For a fighting game the animations need to be smoother, but having good facial expressions this early is very impressive. Gameplay is quite impressive.
 
  • Like
Reactions: willpower
The art style / aesthetic is really unique and stand out for this genre. I like it.

Awesome, thanks man.

Down for more oldschool ground based footsies style stuff too.

Awwwwww yeah

Really like the art direction so far.

Good!

UI needs a bit more character, a bit more 80s or sci-fi.

What? You mean my scaled boxes + text isn't gonna cut it?! Haha yeah for sure UI needs some love but we're just going to keep it simple until we find someone for that role. If you've got any low-hanging-fruit UI suggestions (animations, sounds, notifs, etc) I might throw them in but art wise it won't change much anytime soon. Definitely agree tho!

For a fighting game the animations need to be smoother, but having good facial expressions this early is very impressive.

Yep that's kind of an ongoing point of iteration for us. Luckily it's one of the huge advantages of doing 3D over 2D, you can make improvements and changes much easier / faster. Our artist Lee (only artist) is an absolute pro, but we need to budget his time towards where it will get us the most gain. That said, there are probably more engine improvements to be made which will increase game performance and give more animation fidelity.

Gameplay is quite impressive.

Thanks, that's priority #1 for me!

Wow, I've been gone from the forums for far too long, this is GORGEOUS! Will definitely be following this. Love how it's lit and animates.

Hey thanks for checking it out man, glad you're excited about it!



Here's another gameplay vid which is mostly highlights from the matches last week.

Our Greenlight is going up very soon (sometime next week), so please keep a look out for it.
 
  • Like
Reactions: Shockdingo
Holy crap thank you SO much for being sane!

After a certain developer of a....... "Fauna Indignation" game, left his dark mark on this forum, I was scared as fuck posting any kind of criticism to any future projects that made it to this board. But instead of being an offended egotistical prick you just calmly, objectively acknowledged the feedback and learned from it like an actual human being. You have no idea how rare this is nowadays. People will crank out shit and be offended as fuck when someone says it stinks, THANK YOU FOR BEING SANE!!!!!!!!
 
Last edited:
Holy crap thank you SO much for being sane!

Haha no worries man. Just gotta be prepared for criticism when you put stuff on the internet, once you realize that almost everything can be improved in some way or another, and that nothing you ever implement is done / finished / perfect, it becomes easy to handle imo.

Spruced up the super freeze a bit, any thoughts?

 
Hello man ! It's cool with the zoom.
Personal opinion (unrelated with the zoom) : I think there are too much "speed lines" which as a whole feel less like it scrolling with speed to me ! Did you try with less lines but going quicker for example ?
Cheers and good luck again !
 
  • Like
Reactions: willpower
hmmm... idk in the corner if feels like the camera don't show enough of the character on the stage. That Roy is partly covered up by his profile picture during the super flash.

this might sound a tad weird but maybe have the camera zoom in a tad closer and have it off center of the character by just a bit. Where the Character on the stage doesn't overlap with their profile.
 
  • Like
Reactions: willpower
Hey everyone, our Greenlight is now live, please take a second and vote for our project! Thanks!

njQBjzO.png

http://steamcommunity.com/sharedfiles/filedetails/?id=791292597

 
Only Windows mentioned on Greenlight? This is in Unity, isn't it?
 
uh i believe so. If I remember correctly Will was making the engine off of Unity. But I get you, it would be cool to see this game on Macs and Linuxs OS as well.
 
Only Windows mentioned on Greenlight? This is in Unity, isn't it?

Hey yeah I def want to support Mac/Linux but I need to do some testing before I commit to it fully.
 
Alright, I'll cross my fingers. Let me know if you ever need Linux testers, I'd be happy to help out in any way I can.
 
  • Like
Reactions: willpower
Found a double super combo, been mostly doing some engine work since the GL went up
giphy.gif
 
Here's a funny question:

will there be a character that has a special super that can be done only after a successful Time Absorption? Kinda like Remmy's Parry only Super in 3rd Strike?
 
Last edited:
  • Like
Reactions: willpower
will there be a character that has a special super that can be done only after a successful Time Absorption?

Sounds neat, why not!
 
  • Like
Reactions: Ninja