Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

This weekend's featured character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=sv-wzZOBsuE
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

This weekend's featured character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=sv-wzZOBsuE
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.8.15 Patch Notes

https://docs.google.com/document/d/10xPZdahuZQhDdiGlsjyIB96kcfdG7NxMIcfBTo6uQv4/edit

0.1.8.15 * Data * Characters * All Characters * Launch Data * Resets * Decreased y acceleration of all resets from 0.0375 to 0.0335 * Increases airborne frames by 3 at the lowest reset * Damage * Increased super minimum damage scaling from 0.4 to 0.5 * Increased counterhit scale from 1.05 to 1.25 * Moves * Dash Backward * No longer invincible to projectiles * Increased invincibility frames from [1, 4] to [1, 8] * ATC * Decreased recovery frames from 28 to 26 * Increased additional defender frames from 8 to 9 * JTC * Startup * Increased X Velocity from 0.15 to 0.2 * Increased Y Velocity from 0.41 to 0.6 * Increased Y Acceleration from 0.03 to 0.043 * Attack * Retracted hit box bottom from 2.25 to * Landing (Empty) * Can now block on the first frame instead of the third * Rise (Get up) * Updated animations * Increased frames from 22 to 30 * This is gonna mess up all your setups, sorry! ;) * Now uses standing movement boxes isntead of knockdown * Generic * Animations * Removed all stun blend animations * Collision Boxes * All Body Types * All States * Retracted grab box width from [-1.4, 1.4] to [-1.3, 1.3] * Airborne * Retracted movement box bottom from 3.5 to 4.0 * Juggle * Extended movement box bottom from 3.5 to 2.75 * Dog Body * Standing / Airborne / Juggle / Knockdown * Retracted hurt box width from [-3.0, 3.0] to [-2.85, 2.85] * Standing * Extended hurt box top from 7.0 to 7.75 * Extended move box top from 6.0 to 6.75 * Extended grab box top from 7.0 to 7.75 * Crouching * Extended hurt box top from 6.0 to 6.75 * Retracted hurt box width from [-3.3, 3.3] to [-3.15, 3.15] * Extended move box top from 5.0 to 5.75 * Extended grab box top from 5.5 to 6.75 * Notes: * Dog body height is now only slightly lower than Medium (Roy/Cid) * Dog hurt box width compared to medium (roy / cid) is decreased from +0.45 to +0.3 * Moves * Removed all stun blend moves * Roy * Moves * Walk Forward * Decreased movepseed from 0.24 to 0.23 * Updated animation * Walk Forward Blend * Updated animation * Walk Backward * Updated animation * Walk Backward Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * Dash Forward * Increased cancellable recovery state frames from 4 to 8 * Retimed animation * Distance might be slightly less than before * Dash Backward * Increased animation x movement scale from 0.8 to 0.9 * Added cancellable recovery state on the end and retimed the animation (no scaling) * Jp.MP * Updated animation * Cr.HK * Updated animation * Adjusted knockdown frames to improve the animation * Super Punch (4-Bar) * Changed sequence from QCB-2x to QCF-2X * Changed trigger from any punch to any kick * Cid * General Notes * With the changes to air reset velocities, only way to cancel from air reset into a meaty KnifeWheel is via St.LK, other lights will not work. * Super Modifiers * EX Drain (Install Super) * Increased meter drained per frame from 4 to 5 * Doesn't last as long * Moves * Stand -> Crouch Blend * Updated animation * Crouch -> Stand Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * Dash Forward * Decreased animation x movement scale from 0.85 to 0.75 * St.LP * Increased hit stun from 17 to 18 * Hit Advantage: * Link: [+7, +8] => [+8, +9] * CH Advantage: * Link: [+9, +11] => [+10, +11] * Notes: * Now links into Cr.HP * Now combos when cancelled into MP.KnifeRush * St.LK * Decreased reset juggle y acceleration from 0.04 to 0.0335 * St.MP * Charged Version * Increased hit stun from 23 to 24 * Hit Advantage: * Link: [+7, +9] => [+8, +10] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +0 => +1 * CH Advantage: * Link: [+10, +12] => [+11, +13] * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +3 => +4 * Notes: * Now links into Cr.HP * Cr.MP * Increased anticipation startup (pre-hold) frames from 4 to 5 * Fast version total startup increased from 6 to 7 * Charged version total startup increased from 16 to 17 * Notes: * No longer combos from LP.KnifeRush xx DTC, must use MP.KnifeRush * Cr.HK * Adjusted knockdown frames to improve the animation * Grenade * All Versions * Increased cancel window for dtc / super during followthrough frames from [5, 5] to [5, 10] * Knife Rush * H * Increased knockdown frames from 20 to 21 * Super Ball * Decreased juggle corner push back on initial hits from 2.1 to 1.5 * Decreased juggle corner push back on final hit from 8.4 to 7.0 * Dog * General * Decreased damage scale from 0.975 to 0.95 * Decreased meter scale from 1.0 to 0.95 * Decreased health from 950 to 925 * Animations * Updated character select animation * Updated match start animation * Updated round win animation * Updated match win animation * Updated super freeze animation * Moves * Stand Idle * Updated animation * Walk Forward * Updated animation * Walk Backward * Updated animation * Walk Forward Blend * Updated animation * Walk Backward * Updated animation * Walk Backward Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * St.LP * Increased base damage from 20 to 25 * Increased push back on hit from 2.1 to 2.25 * Cr.LP * Increased base damage from 20 to 25 * Increased push back on hit from 2.1 to 2.25 * Jp.LP * Increased base damage from 20 to 25 * St.LK * Increased base damage from 20 to 25 * Cr.LK * Increased base damage from 20 to 25 * Jp.LK * Increased base damage from 20 to 25 * St.MP * Increased hit stop from Medium_Cancellable to Medium_NonCancellable * Now target combos into St.HP * Not a true block string * Increased push back on hit from 2.0 to 2.5 * Decreased push back on block from 2.0 to 1.75 * Decreased followthrough state frames from 14 to 12 * Decreased hit stun from 24 to 22 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +10 => +8 * DTC -> Forward Dash: +2 => +0 * CH Advantage: * Link: ]+6, +8] (unchanged) * DTC -> Attack: +13 => +11 * DTC -> Forward Dash: +5 => +3 * Decreased block stun from 19 to 17 * Block Advantage: * Link: [-2, +0] (unchanged) * DTC -> Attack: +5 -> +3 * DTC -> Forward Dash: -3 => -5 * Cr.MP * Changed hit type from low to mid * St.MK * Decreased hit stop from Heavy_NonCancellable to Medium_Cancellable * Decreased startup state animation x movement scale from 2.0 to 1.0 * Decreased active state animation x movement scale from 1.25 to 1.0 * No longer target combos into St.HK * Still goes into Cr.HK * Cr.MK * Adjusted knockdown frames to improve the animation * Dw.Fw.MK * Changed first startup state y pivot type from Animation position to Engine position * Decreased initial startup state frames from 8 to 7 * Increased second startup state frames from 12 to 13 * Adjusted animation timing * This fixes an issue where Dog would be in the air after being hit out of the 8th frame (frame right before going airborne) * Jp.MK * Increased second hit hit stun from 8 to 10 * St.HP * Decreased juggle value from 4 to 3 * Decreased base damage from 60 to 50 * Increased push back on hit from 2.75 to 3.0 * Decreased initial state frames from 6 to 5 * Total startup decreased from 9 to 8 * Increased recovery state frames from 4 to 5 * Decreased hit stun from 26 to 25 * Hit Advantage: * Link: [+8, +11] => [+6, +9] * DTC -> Attack: +12 => +11 * DTC -> Dash Forward: +4 => +3 * CH Advantage: * Link: [+12, +15] => [+10, +13] * DTC -> Attack: +16 => +15 * DTC -> Forward Dash: +8 => +7 * Decreased block stun from 17 to 13 * Block Advantage: * Link: [-1, +2] => [-6, -3] * DTC -> Attack: +3 => -1 * DTC -> Forward Dash: -5 => -9 * Jp.HP * Retracted bottom hit box right from 5.25 to 4.75 * Retracted bottom hurt box right from 5.5 to 5.0 * St.HK * Now super cancellable * Increased hit stun from 24 to 26 * Hit Advantage: * Link: [+1, +2] => [+3, +4] * DTC -> Attack: +10 => +12 * DTC -> Forward Dash: +2 => +4 * CH Advantage: * Link: [+5, +6] => [+7, +8] * DTC -> Attack: +14 => +16 * DTC -> Forward Dash: +6 => +8 * Pin Wheel * L / M / H * No longer cancels into PinWheel_Slide automatically * Increased grounded recovery frames from 2 to 4 * EX * Decreased corner push back on first hit from 4.9 to 4.0 * Now uses the same juggle physics for airborne as it did against grouned opponents * All Versions * Added cancel window to slide on frame 3 of the grounded recovery * Input is any kick * EX only * Cannot cancel into if blocked the initial hit, same as dive * Pin Wheel -> Slide * Retracted hit box right from 4.5 to 4.0 * Retracted hit box top from 4.0 to 3.0 * Increased startup animation x movement scale from 0.5 to 1.0 * Now longer super cancellable * Pin Wheel -> Dive * Regular Version * Increased hit stun from 20 to 21 * EX Version * Increased hit stun from 22 to 23 * Run -> Mid Strike * Both Versions * Active / Followthrough * Decreased animation x movement scale from 1.0 to 0.5 * Run -> Leap Strike * Both Versions * Extended hit box top from 5.0 to 6.0 * Regular Version * Decreased grounded startup state frames from 12 to 8 * Decreased base damage from 50 to 40 * EX Version * Decreased grounded startup state frames from 10 to 8 * Adjusted knockdown frames to improve the animation * Decreased base damage from 60 to 50 * Super Pin Wheel * Adjusted velocity of each attack * Increased first and second hit juggle x velocity from 0.15 to 0.2 * TYara * General * Decreased damage scale from 0.975 to 0.95 * Animations * Updated block animations * Moves * Standing Idle * Updated animation * Crouching Idle * Updated animation * Jumps * Decreased Y Velocity from 0.75 to 0.685 * Decreased Y Acceleration from 0.0345 to 0.0325 * Dash Forward * Decreased animation x movement scale from 0.85 to 0.75 * Dash Backward * Decreased animation x movement scale from 0.8 to 0.6 * Throws * No longer puts defender in "cower" animation * Jp.LP * Hitstop changed from Medium_Airborne to Light_Airborne (13 -> 11) * St.LK * Updated animation * Now matches engine data (no scaling) * Jp.LK * Hitstop changed from Medium_Airborne to Light_Airborne (13 -> 11) * Cr.MP * Removed first and second hit boxes and hurt boxes * Now uses third hit box and hurt box for all active frames * Jp.MP * Increased startup state frames from 8 to 9 * Decreased base damage from 60 to 40 * Cr.MK * Updated animation * Adjusted knockdown frames to improve the animation * Jp.MK * Decreased base damage from 60 to 40 * Jp.HK * Increased base damage from 30 to 70 * Shield Charge * All Versions * Now triggered by punches * M * Increased base damage from 60 to 70 * H * Increased base damage from 60 to 80 * EX * Increased strike armor frames from [2, 15] to [1, 15] * No longer causes a wall bounce when used as a reversal * Soft knockdown * SPD * All Versions * Now triggered by kicks * No longer puts defender in "cower" animation * M / H * Standardized startup and whiff data / animation to same as the light version * Both now cause the same knockdown as the light version (no ground bounce) * L * Decreased first hit base damage from 40 to 0 * Increased second hit base damage from 50 to 90 * Extended hit box right from 5.0 to 5.25 * M * Decreased first hit base damage from 50 to 0 * Increased second hit base damage from 55 to 110 * H * Decreased first hit damage from 50 to 0 * Increased second hit base damage from 60 to 130 * Retracted hit box right from 4.0 to 3.75 * EX * Now causes the ground bounce that the old heavy version had * No longer has strike / projectile armor * Decreased first hit base damage from 50 to 0 * Increased second hit base damage from 50 to 110 * Extended hit box right from 4.0 to 4.5 * Flying Goddess (Airgrab) * H / EX * Decreased animation x movement scale from 2.5 to 2.0 * Super Combo * Now triggered by punches * Meteor Goddess (Super SPD) * Now triggered by kicks * No longer puts defender in "cower" animation * Battle Camera * Old * Copied values from Main * Main * Increased fov from 16 to 17 * Decreased wall padding from 8.75 to 8.5 * Vertical Depth * Scale = 10.0 * Y Min = 0.0 * Y Max = 12.0 * Max Depth = 10.0 * Drag = 0.5 * Offset Y Position = -4 * Main Object (View Position) * Decreased X Drag from 0.5 to 0.25 * Increased X Average Frames from 10 to 20 * Decreased Y Position from 6.2 to 6.1 * Decreased Y Drag from 0.5 to 0.5 * Decreased Max Y Position from 14.0 to 12.0 * Decreased Scale Y Position from 7.5 to 6.0 * Decreased Y Average Frames from 4 to 2 * Decreased Z Position from 52.0 to 49.0 * Target Object (Look Position) * Decreased X Drag from 0.5 to 0.25 * Increased X Average Frames from 10 to 20 * Increased Y Position from 6.1 to 6.2 * Decreased Y Drag from 0.5 to 0.5 * Decreased Max Y Position from 14.0 to 12.0 * Decreased Scale Y Position from 8.0 to 6.0 * Decreased Y Average Frames from 4 to 2 * Test * Removed * Notes: * These days whenever I'm making changes to the camera, it's to try and give air situations more clarity, specifically on the character that is airborne. Generally less vertical movement is best, but it's always a balance trying to keep the airborne players in frame. * Damage Scaling * Increased counter hit scaling from 1.05 to 1.1 * Increased super minimum scaling from 0.4 to 0.5 * Main * Decreased global scale from 1.8 to 1.75 * Adjusted combo scaling list * Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1] * New: [1.0, 0.8, 0.6, 0.4, 0.3] * Push Back Data * Increased speed factor from 5 to 6 * This is how fast push back is applied, higher number means push back completes sooner * Increased stun frame scale from 1.0 to 1.25 * This scales the total amount of base push frames * Hit Stop * Medium_Cancellable / Medium_NonCancellable: 14/20 => 13/20 * Medium_Beefy: 16/20 => 15/20 * Heavy_Cancellable / Heavy_NonCancellable: 15/20 => 13/20 * Heavy_Beefy: 17/20 => 15/20 * Roy_Gunshot: 12/18 => 10/18 * Collision Box Controller * Decreased AttackTranslationScale from 0.75 to 0.5 * This affects the ratio of movement pushback when one player is attacking * 0.75 = attacker pushes more * 0.5 = equal push (effectively disabled) * Input * Sequences * SPD * Updated input from Direction(Strict) -> Direction(Strict) -> Direction(Strict) -> Direction(Lenient) to Direction(Lenient) -> Direction(Lenient + Nullify) -> Direction(Lenient + Nullify) -> Direction(Lenient) * Example input: * Old: Forward(Strict) -> Down(Strict) -> Backward(Strict) -> Up(Lenient) * New: Forward(Lenient) -> Down(Lenient + !Forward) -> Backward(Lenient + !Down) -> Up (Lenient) * Super_SPD * Same treatment as above * Increased buffer frames from 32 to 60 * DP_Forward * Increased buffer frames between each input from 8 to 9 * QCF / QCB * Now defined as a single sequence instead of multiple (to account for shortcuts) * This cuts down how many valid input lists to check from 2 to 1 (performs better) * Example for QCF: * Old: Down (Strict) -> DownForward (Strict) -> Forward (Strict) * New: Down (Strict) -> DownForward (Strict) -> AnyForward (Lenient + !AnyDown) * QCFx2 / QCBx2 * Now defined as a single sequence instead of multiple (to account for shortcuts) * This cuts down how many valid input lists to check from 4 to 1 (performs better) * Example for QCFx2: * Old: Down (Strict) -> DownForward (Strict) -> Forward (Strict) -> Down (Strict) -> Forward (Strict) * New: Down (Strict) -> DownForward (Strict) -> AnyForward (Lenient + !AnyDown) -> AnyDown (Lenient + !AnyForward) -> AnyForward (Lenient + !AnyDown) * Character Hit Shake * Increased amplitude from 0.05 to 0.1 * Training Settings * Decreased auto block frames from 30 to 20 * General * Super Freeze * Removed super freeze particles * They were having some issues with rollback and I removed the asset that these particles relied on * Now has a background dim animation * Will expand this to be more interesting at some point * UI * Gameplay * Consolidated all gameplay cameras into a single camera * Previously, had a camera for Top/Bottom/Middle/TrainingStuff/Splashes, now they are a single camera * Significant performance gain I think * System Info Dialog * Added System Info Dialog * Will contain dialogs that explain things about the game engine * Currently contains Damage Data * Access it from Practice -> System Info or Training Pause -> System Info * Damage Data Dialog * Added Damage Data Dialog * Shows: * Global Scale * Use Low Health Scaling (True/False) * Low Health Cutoff (if active) * Low Health Scale (if active) * Combo Scaling List * Attack Info UI * Added Attack Info UI to training mode * Selectable from the display options * Contains information for each hit: * Base Damage (damage defined in the data itself) * Effective Damage (after all scaling) * Juggle Value Required * Juggle Value Removed (these are different some times) * Crossup * Push Distance * Meter Gained * Combo Value (hit number) * Combo Scaling * Combo Scaling Index * Combo Damage * Combo Percent * Hit Type (Normal, CH, Block, etc) * Hit Stop * Hit Stun * Frame Advantage * Move List * Dog * Added Dw.Fw.MK to unique moves * Added new target combo to unique moves * Code * DT_BattleCamera.cs * Vertical Depth * Changed the way vertical depth is calculated * No longer takes the average of both players' y positions, instead takes the calculated mid point y position * Should sync better with the main camera y position since it now uses the same y position averaging values * Now takes into account a Y offset (similar to how the normal camera height is calculated) * DT_BattleCameraData.cs * Added verticalDepthYOffset value * DT_Character.cs * Removed notion of "stun blend frames", now a stun move (hit / block) lasts the entire duration of the stun value, instead of * Previous: hitAnimation (hitStunFrames - blendFrames) => hitBlendAnimation (blendFrames) * Now: hitAnimation (hitStunFrames) * Should look better and is significantly less work data-wise * Now updates Player's hit info when a hit happens * When auto blocking moves (true-block strings), now checks if standing / crouching block is being held and goes into the corresponding block stun move * Only applies to mid attacks * Previously would just continue with the same state as it already was (standing -> standing, crouching -> crouching) * Now the block move will reflect which way the defender is holding their direction * Fixed a bug that was causing multi-hit moves to scale their damage between the first and second hits * DT_MoveTransitionData.cs * MoveTransitions are intermediate states that are used at the end of moves that contain information about what to go into next (coming out of stun, waking up, landing from reset, etc) * Added resetCombo flag * Will automatically reset the combo when triggering a transition * Used with stun moves * GameplayValueReferenceData.cs * Removed * Was only used with stun blend values * DT_BattleSettings.cs * Round settings now defaults to first-to-two instead of first-to-three (when booting up the game for the first time) * DT_GameEffect.cs * Now creates a list of any child renderers in each game effect * When activating / deactivating a game effect, now enables / disables all renderers (in addition to being put off screen) * This might be a performance improvement but maybe not * TrailRenderers and ParticleSystems are now cached and referenced as arrays instead of the lists that they are serialized as. * Generally iterating over arrays is slightly faster than lists. * Need to maintain the serialized lists cuz I don't want to have to redo all the references for the 30+ game effects we use currently * DT_Player.cs * Now always shows juggle value ui (not just in training and with toggle turned on) * Added DT_PlayerHitInfo class * Contains information about a hit when it happens * DT_TrainingOptionsDialog.cs * Removed juggle flyout toggle * DT_TrainingSettings.cs * Removed juggle flyout value * DT_HitEffectController.cs * Hit effect prefabs are now stored in a serialized dictionary on the game object, instead of being built from references stored on GameplayEffectData * This will be easier to manage and to expand upon * GameplayEffectData.cs * Removed references to all hit effect prefabs, these are now stored on the HitEffectController game object * DT_AttackInfoUI.cs * Added UI class for Attack Info UI in training mode * Values are updated whenever a hit happens * DT_InputNode.cs * Added nullify input value * DT_InputController.cs * When checking sequences, now checks against the InputNode's nullify input * Only fails the check for that individual input, does not nullify the entire sequence * This will primarily be used with sequences that use a lot of lenient directions (like SPD) * The problem was that if there was an input like AnyDown -> AnyForward, if you held down forward for two frames, it would count the AnyDown on the first frame, and then the AnyForward on the second frame * Now we can define these with a nullifier of the previous direction, so it would look like AnyDown -> AnyForward (!AnyDown). In this case, the first AnyDown will be triggered, but the AnyForward will only work if they are not also triggering AnyDown (need to go up to forward or up forward) * This will allow us to go back to the old SPD input and eliminate the unintended shortcut. * DownForward (2+ frames) -> UpBackward (2+ frames) would trigger SPD before, now it won't. * DT_ComboController.cs * Fixed an issue where certain multi hit moves could unintentionally scale damage between hits * Only affects moves that go between separate move data, which is only TYara super combo at the moment. Final hit should not scale unintentionally * DT_EditorData.cs * Added editor data scriptable object * Contains all info about what the editor state looks like * Broken out of the editor itself in order to allow settings to persist between reloading the window * This was annoying because I'd lose my spot (like what move or settings I was working on) when going between fullscreen / changing unity layouts * DT_CharacterEditorComponent.cs * Removed * MoveDamageData.cs * minimumDamageScaling now defined as a FloatValue instead of raw float * Allows all supers to share the same reference for minimum damage scaling, can change it in one place instead of 8 now * DamageDataGroup.cs * Counter hit and block values are now defined * DT_AnimationController.cs * Frame Clamping (clamping animations to their key frames and avoiding unity interpolation) * Now never clamps to keyframes if AnimationData.animationSpeed = 1.0 (unscaled) * Now always clamps to keyframes if AnimationData.animationSpeed > 1.0 (scaled faster) * AnimationData.animationSpeed < 1.0 (slower) is still case-by-case * Blending (interpolation blending between two animations) * No longer calls CrossFade(animation) when blendTime = 0 * Not sure if there is a performance gain to calling Play(animation) compared to CrossFade(animation, 0.0) but it can't hurt * No longer calls CrossFade(animation) when used with Clones (DTC effect) * These should never require any blending and should fix some strange looking artifacts with certain DTCs * Unity * Third Party * Particle Playground * Removed this asset * It was recently deprecated and discontinued by its creator * Was only using it for the super particles * These had issues anyway when a lot of rollback would happen (super particles would not appear) * Amplify Shader Editor * Updated from version 1.1.0 to 1.4.0 * Text Mesh Pro * Fixed an issue with text not updating when mixing different SetText calls * Odin Inspector * Added odin inspector * Provides much better inspector functionality in Unity's editor (easily reorderable lists) * Allows more object types to be serialized (Dictionaries) * Bunch of other features that I will check out later
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.8.15 Patch Notes

https://docs.google.com/document/d/10xPZdahuZQhDdiGlsjyIB96kcfdG7NxMIcfBTo6uQv4/edit

0.1.8.15 * Data * Characters * All Characters * Launch Data * Resets * Decreased y acceleration of all resets from 0.0375 to 0.0335 * Increases airborne frames by 3 at the lowest reset * Damage * Increased super minimum damage scaling from 0.4 to 0.5 * Increased counterhit scale from 1.05 to 1.25 * Moves * Dash Backward * No longer invincible to projectiles * Increased invincibility frames from [1, 4] to [1, 8] * ATC * Decreased recovery frames from 28 to 26 * Increased additional defender frames from 8 to 9 * JTC * Startup * Increased X Velocity from 0.15 to 0.2 * Increased Y Velocity from 0.41 to 0.6 * Increased Y Acceleration from 0.03 to 0.043 * Attack * Retracted hit box bottom from 2.25 to * Landing (Empty) * Can now block on the first frame instead of the third * Rise (Get up) * Updated animations * Increased frames from 22 to 30 * This is gonna mess up all your setups, sorry! ;) * Now uses standing movement boxes isntead of knockdown * Generic * Animations * Removed all stun blend animations * Collision Boxes * All Body Types * All States * Retracted grab box width from [-1.4, 1.4] to [-1.3, 1.3] * Airborne * Retracted movement box bottom from 3.5 to 4.0 * Juggle * Extended movement box bottom from 3.5 to 2.75 * Dog Body * Standing / Airborne / Juggle / Knockdown * Retracted hurt box width from [-3.0, 3.0] to [-2.85, 2.85] * Standing * Extended hurt box top from 7.0 to 7.75 * Extended move box top from 6.0 to 6.75 * Extended grab box top from 7.0 to 7.75 * Crouching * Extended hurt box top from 6.0 to 6.75 * Retracted hurt box width from [-3.3, 3.3] to [-3.15, 3.15] * Extended move box top from 5.0 to 5.75 * Extended grab box top from 5.5 to 6.75 * Notes: * Dog body height is now only slightly lower than Medium (Roy/Cid) * Dog hurt box width compared to medium (roy / cid) is decreased from +0.45 to +0.3 * Moves * Removed all stun blend moves * Roy * Moves * Walk Forward * Decreased movepseed from 0.24 to 0.23 * Updated animation * Walk Forward Blend * Updated animation * Walk Backward * Updated animation * Walk Backward Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * Dash Forward * Increased cancellable recovery state frames from 4 to 8 * Retimed animation * Distance might be slightly less than before * Dash Backward * Increased animation x movement scale from 0.8 to 0.9 * Added cancellable recovery state on the end and retimed the animation (no scaling) * Jp.MP * Updated animation * Cr.HK * Updated animation * Adjusted knockdown frames to improve the animation * Super Punch (4-Bar) * Changed sequence from QCB-2x to QCF-2X * Changed trigger from any punch to any kick * Cid * General Notes * With the changes to air reset velocities, only way to cancel from air reset into a meaty KnifeWheel is via St.LK, other lights will not work. * Super Modifiers * EX Drain (Install Super) * Increased meter drained per frame from 4 to 5 * Doesn't last as long * Moves * Stand -> Crouch Blend * Updated animation * Crouch -> Stand Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * Dash Forward * Decreased animation x movement scale from 0.85 to 0.75 * St.LP * Increased hit stun from 17 to 18 * Hit Advantage: * Link: [+7, +8] => [+8, +9] * CH Advantage: * Link: [+9, +11] => [+10, +11] * Notes: * Now links into Cr.HP * Now combos when cancelled into MP.KnifeRush * St.LK * Decreased reset juggle y acceleration from 0.04 to 0.0335 * St.MP * Charged Version * Increased hit stun from 23 to 24 * Hit Advantage: * Link: [+7, +9] => [+8, +10] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +0 => +1 * CH Advantage: * Link: [+10, +12] => [+11, +13] * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +3 => +4 * Notes: * Now links into Cr.HP * Cr.MP * Increased anticipation startup (pre-hold) frames from 4 to 5 * Fast version total startup increased from 6 to 7 * Charged version total startup increased from 16 to 17 * Notes: * No longer combos from LP.KnifeRush xx DTC, must use MP.KnifeRush * Cr.HK * Adjusted knockdown frames to improve the animation * Grenade * All Versions * Increased cancel window for dtc / super during followthrough frames from [5, 5] to [5, 10] * Knife Rush * H * Increased knockdown frames from 20 to 21 * Super Ball * Decreased juggle corner push back on initial hits from 2.1 to 1.5 * Decreased juggle corner push back on final hit from 8.4 to 7.0 * Dog * General * Decreased damage scale from 0.975 to 0.95 * Decreased meter scale from 1.0 to 0.95 * Decreased health from 950 to 925 * Animations * Updated character select animation * Updated match start animation * Updated round win animation * Updated match win animation * Updated super freeze animation * Moves * Stand Idle * Updated animation * Walk Forward * Updated animation * Walk Backward * Updated animation * Walk Forward Blend * Updated animation * Walk Backward * Updated animation * Walk Backward Blend * Updated animation * Standing / Crouching Settle * Added settle moves / animations (happens when moves transition back to idle (only tyara had these prior) * St.LP * Increased base damage from 20 to 25 * Increased push back on hit from 2.1 to 2.25 * Cr.LP * Increased base damage from 20 to 25 * Increased push back on hit from 2.1 to 2.25 * Jp.LP * Increased base damage from 20 to 25 * St.LK * Increased base damage from 20 to 25 * Cr.LK * Increased base damage from 20 to 25 * Jp.LK * Increased base damage from 20 to 25 * St.MP * Increased hit stop from Medium_Cancellable to Medium_NonCancellable * Now target combos into St.HP * Not a true block string * Increased push back on hit from 2.0 to 2.5 * Decreased push back on block from 2.0 to 1.75 * Decreased followthrough state frames from 14 to 12 * Decreased hit stun from 24 to 22 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +10 => +8 * DTC -> Forward Dash: +2 => +0 * CH Advantage: * Link: ]+6, +8] (unchanged) * DTC -> Attack: +13 => +11 * DTC -> Forward Dash: +5 => +3 * Decreased block stun from 19 to 17 * Block Advantage: * Link: [-2, +0] (unchanged) * DTC -> Attack: +5 -> +3 * DTC -> Forward Dash: -3 => -5 * Cr.MP * Changed hit type from low to mid * St.MK * Decreased hit stop from Heavy_NonCancellable to Medium_Cancellable * Decreased startup state animation x movement scale from 2.0 to 1.0 * Decreased active state animation x movement scale from 1.25 to 1.0 * No longer target combos into St.HK * Still goes into Cr.HK * Cr.MK * Adjusted knockdown frames to improve the animation * Dw.Fw.MK * Changed first startup state y pivot type from Animation position to Engine position * Decreased initial startup state frames from 8 to 7 * Increased second startup state frames from 12 to 13 * Adjusted animation timing * This fixes an issue where Dog would be in the air after being hit out of the 8th frame (frame right before going airborne) * Jp.MK * Increased second hit hit stun from 8 to 10 * St.HP * Decreased juggle value from 4 to 3 * Decreased base damage from 60 to 50 * Increased push back on hit from 2.75 to 3.0 * Decreased initial state frames from 6 to 5 * Total startup decreased from 9 to 8 * Increased recovery state frames from 4 to 5 * Decreased hit stun from 26 to 25 * Hit Advantage: * Link: [+8, +11] => [+6, +9] * DTC -> Attack: +12 => +11 * DTC -> Dash Forward: +4 => +3 * CH Advantage: * Link: [+12, +15] => [+10, +13] * DTC -> Attack: +16 => +15 * DTC -> Forward Dash: +8 => +7 * Decreased block stun from 17 to 13 * Block Advantage: * Link: [-1, +2] => [-6, -3] * DTC -> Attack: +3 => -1 * DTC -> Forward Dash: -5 => -9 * Jp.HP * Retracted bottom hit box right from 5.25 to 4.75 * Retracted bottom hurt box right from 5.5 to 5.0 * St.HK * Now super cancellable * Increased hit stun from 24 to 26 * Hit Advantage: * Link: [+1, +2] => [+3, +4] * DTC -> Attack: +10 => +12 * DTC -> Forward Dash: +2 => +4 * CH Advantage: * Link: [+5, +6] => [+7, +8] * DTC -> Attack: +14 => +16 * DTC -> Forward Dash: +6 => +8 * Pin Wheel * L / M / H * No longer cancels into PinWheel_Slide automatically * Increased grounded recovery frames from 2 to 4 * EX * Decreased corner push back on first hit from 4.9 to 4.0 * Now uses the same juggle physics for airborne as it did against grouned opponents * All Versions * Added cancel window to slide on frame 3 of the grounded recovery * Input is any kick * EX only * Cannot cancel into if blocked the initial hit, same as dive * Pin Wheel -> Slide * Retracted hit box right from 4.5 to 4.0 * Retracted hit box top from 4.0 to 3.0 * Increased startup animation x movement scale from 0.5 to 1.0 * Now longer super cancellable * Pin Wheel -> Dive * Regular Version * Increased hit stun from 20 to 21 * EX Version * Increased hit stun from 22 to 23 * Run -> Mid Strike * Both Versions * Active / Followthrough * Decreased animation x movement scale from 1.0 to 0.5 * Run -> Leap Strike * Both Versions * Extended hit box top from 5.0 to 6.0 * Regular Version * Decreased grounded startup state frames from 12 to 8 * Decreased base damage from 50 to 40 * EX Version * Decreased grounded startup state frames from 10 to 8 * Adjusted knockdown frames to improve the animation * Decreased base damage from 60 to 50 * Super Pin Wheel * Adjusted velocity of each attack * Increased first and second hit juggle x velocity from 0.15 to 0.2 * TYara * General * Decreased damage scale from 0.975 to 0.95 * Animations * Updated block animations * Moves * Standing Idle * Updated animation * Crouching Idle * Updated animation * Jumps * Decreased Y Velocity from 0.75 to 0.685 * Decreased Y Acceleration from 0.0345 to 0.0325 * Dash Forward * Decreased animation x movement scale from 0.85 to 0.75 * Dash Backward * Decreased animation x movement scale from 0.8 to 0.6 * Throws * No longer puts defender in "cower" animation * Jp.LP * Hitstop changed from Medium_Airborne to Light_Airborne (13 -> 11) * St.LK * Updated animation * Now matches engine data (no scaling) * Jp.LK * Hitstop changed from Medium_Airborne to Light_Airborne (13 -> 11) * Cr.MP * Removed first and second hit boxes and hurt boxes * Now uses third hit box and hurt box for all active frames * Jp.MP * Increased startup state frames from 8 to 9 * Decreased base damage from 60 to 40 * Cr.MK * Updated animation * Adjusted knockdown frames to improve the animation * Jp.MK * Decreased base damage from 60 to 40 * Jp.HK * Increased base damage from 30 to 70 * Shield Charge * All Versions * Now triggered by punches * M * Increased base damage from 60 to 70 * H * Increased base damage from 60 to 80 * EX * Increased strike armor frames from [2, 15] to [1, 15] * No longer causes a wall bounce when used as a reversal * Soft knockdown * SPD * All Versions * Now triggered by kicks * No longer puts defender in "cower" animation * M / H * Standardized startup and whiff data / animation to same as the light version * Both now cause the same knockdown as the light version (no ground bounce) * L * Decreased first hit base damage from 40 to 0 * Increased second hit base damage from 50 to 90 * Extended hit box right from 5.0 to 5.25 * M * Decreased first hit base damage from 50 to 0 * Increased second hit base damage from 55 to 110 * H * Decreased first hit damage from 50 to 0 * Increased second hit base damage from 60 to 130 * Retracted hit box right from 4.0 to 3.75 * EX * Now causes the ground bounce that the old heavy version had * No longer has strike / projectile armor * Decreased first hit base damage from 50 to 0 * Increased second hit base damage from 50 to 110 * Extended hit box right from 4.0 to 4.5 * Flying Goddess (Airgrab) * H / EX * Decreased animation x movement scale from 2.5 to 2.0 * Super Combo * Now triggered by punches * Meteor Goddess (Super SPD) * Now triggered by kicks * No longer puts defender in "cower" animation * Battle Camera * Old * Copied values from Main * Main * Increased fov from 16 to 17 * Decreased wall padding from 8.75 to 8.5 * Vertical Depth * Scale = 10.0 * Y Min = 0.0 * Y Max = 12.0 * Max Depth = 10.0 * Drag = 0.5 * Offset Y Position = -4 * Main Object (View Position) * Decreased X Drag from 0.5 to 0.25 * Increased X Average Frames from 10 to 20 * Decreased Y Position from 6.2 to 6.1 * Decreased Y Drag from 0.5 to 0.5 * Decreased Max Y Position from 14.0 to 12.0 * Decreased Scale Y Position from 7.5 to 6.0 * Decreased Y Average Frames from 4 to 2 * Decreased Z Position from 52.0 to 49.0 * Target Object (Look Position) * Decreased X Drag from 0.5 to 0.25 * Increased X Average Frames from 10 to 20 * Increased Y Position from 6.1 to 6.2 * Decreased Y Drag from 0.5 to 0.5 * Decreased Max Y Position from 14.0 to 12.0 * Decreased Scale Y Position from 8.0 to 6.0 * Decreased Y Average Frames from 4 to 2 * Test * Removed * Notes: * These days whenever I'm making changes to the camera, it's to try and give air situations more clarity, specifically on the character that is airborne. Generally less vertical movement is best, but it's always a balance trying to keep the airborne players in frame. * Damage Scaling * Increased counter hit scaling from 1.05 to 1.1 * Increased super minimum scaling from 0.4 to 0.5 * Main * Decreased global scale from 1.8 to 1.75 * Adjusted combo scaling list * Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1] * New: [1.0, 0.8, 0.6, 0.4, 0.3] * Push Back Data * Increased speed factor from 5 to 6 * This is how fast push back is applied, higher number means push back completes sooner * Increased stun frame scale from 1.0 to 1.25 * This scales the total amount of base push frames * Hit Stop * Medium_Cancellable / Medium_NonCancellable: 14/20 => 13/20 * Medium_Beefy: 16/20 => 15/20 * Heavy_Cancellable / Heavy_NonCancellable: 15/20 => 13/20 * Heavy_Beefy: 17/20 => 15/20 * Roy_Gunshot: 12/18 => 10/18 * Collision Box Controller * Decreased AttackTranslationScale from 0.75 to 0.5 * This affects the ratio of movement pushback when one player is attacking * 0.75 = attacker pushes more * 0.5 = equal push (effectively disabled) * Input * Sequences * SPD * Updated input from Direction(Strict) -> Direction(Strict) -> Direction(Strict) -> Direction(Lenient) to Direction(Lenient) -> Direction(Lenient + Nullify) -> Direction(Lenient + Nullify) -> Direction(Lenient) * Example input: * Old: Forward(Strict) -> Down(Strict) -> Backward(Strict) -> Up(Lenient) * New: Forward(Lenient) -> Down(Lenient + !Forward) -> Backward(Lenient + !Down) -> Up (Lenient) * Super_SPD * Same treatment as above * Increased buffer frames from 32 to 60 * DP_Forward * Increased buffer frames between each input from 8 to 9 * QCF / QCB * Now defined as a single sequence instead of multiple (to account for shortcuts) * This cuts down how many valid input lists to check from 2 to 1 (performs better) * Example for QCF: * Old: Down (Strict) -> DownForward (Strict) -> Forward (Strict) * New: Down (Strict) -> DownForward (Strict) -> AnyForward (Lenient + !AnyDown) * QCFx2 / QCBx2 * Now defined as a single sequence instead of multiple (to account for shortcuts) * This cuts down how many valid input lists to check from 4 to 1 (performs better) * Example for QCFx2: * Old: Down (Strict) -> DownForward (Strict) -> Forward (Strict) -> Down (Strict) -> Forward (Strict) * New: Down (Strict) -> DownForward (Strict) -> AnyForward (Lenient + !AnyDown) -> AnyDown (Lenient + !AnyForward) -> AnyForward (Lenient + !AnyDown) * Character Hit Shake * Increased amplitude from 0.05 to 0.1 * Training Settings * Decreased auto block frames from 30 to 20 * General * Super Freeze * Removed super freeze particles * They were having some issues with rollback and I removed the asset that these particles relied on * Now has a background dim animation * Will expand this to be more interesting at some point * UI * Gameplay * Consolidated all gameplay cameras into a single camera * Previously, had a camera for Top/Bottom/Middle/TrainingStuff/Splashes, now they are a single camera * Significant performance gain I think * System Info Dialog * Added System Info Dialog * Will contain dialogs that explain things about the game engine * Currently contains Damage Data * Access it from Practice -> System Info or Training Pause -> System Info * Damage Data Dialog * Added Damage Data Dialog * Shows: * Global Scale * Use Low Health Scaling (True/False) * Low Health Cutoff (if active) * Low Health Scale (if active) * Combo Scaling List * Attack Info UI * Added Attack Info UI to training mode * Selectable from the display options * Contains information for each hit: * Base Damage (damage defined in the data itself) * Effective Damage (after all scaling) * Juggle Value Required * Juggle Value Removed (these are different some times) * Crossup * Push Distance * Meter Gained * Combo Value (hit number) * Combo Scaling * Combo Scaling Index * Combo Damage * Combo Percent * Hit Type (Normal, CH, Block, etc) * Hit Stop * Hit Stun * Frame Advantage * Move List * Dog * Added Dw.Fw.MK to unique moves * Added new target combo to unique moves * Code * DT_BattleCamera.cs * Vertical Depth * Changed the way vertical depth is calculated * No longer takes the average of both players' y positions, instead takes the calculated mid point y position * Should sync better with the main camera y position since it now uses the same y position averaging values * Now takes into account a Y offset (similar to how the normal camera height is calculated) * DT_BattleCameraData.cs * Added verticalDepthYOffset value * DT_Character.cs * Removed notion of "stun blend frames", now a stun move (hit / block) lasts the entire duration of the stun value, instead of * Previous: hitAnimation (hitStunFrames - blendFrames) => hitBlendAnimation (blendFrames) * Now: hitAnimation (hitStunFrames) * Should look better and is significantly less work data-wise * Now updates Player's hit info when a hit happens * When auto blocking moves (true-block strings), now checks if standing / crouching block is being held and goes into the corresponding block stun move * Only applies to mid attacks * Previously would just continue with the same state as it already was (standing -> standing, crouching -> crouching) * Now the block move will reflect which way the defender is holding their direction * Fixed a bug that was causing multi-hit moves to scale their damage between the first and second hits * DT_MoveTransitionData.cs * MoveTransitions are intermediate states that are used at the end of moves that contain information about what to go into next (coming out of stun, waking up, landing from reset, etc) * Added resetCombo flag * Will automatically reset the combo when triggering a transition * Used with stun moves * GameplayValueReferenceData.cs * Removed * Was only used with stun blend values * DT_BattleSettings.cs * Round settings now defaults to first-to-two instead of first-to-three (when booting up the game for the first time) * DT_GameEffect.cs * Now creates a list of any child renderers in each game effect * When activating / deactivating a game effect, now enables / disables all renderers (in addition to being put off screen) * This might be a performance improvement but maybe not * TrailRenderers and ParticleSystems are now cached and referenced as arrays instead of the lists that they are serialized as. * Generally iterating over arrays is slightly faster than lists. * Need to maintain the serialized lists cuz I don't want to have to redo all the references for the 30+ game effects we use currently * DT_Player.cs * Now always shows juggle value ui (not just in training and with toggle turned on) * Added DT_PlayerHitInfo class * Contains information about a hit when it happens * DT_TrainingOptionsDialog.cs * Removed juggle flyout toggle * DT_TrainingSettings.cs * Removed juggle flyout value * DT_HitEffectController.cs * Hit effect prefabs are now stored in a serialized dictionary on the game object, instead of being built from references stored on GameplayEffectData * This will be easier to manage and to expand upon * GameplayEffectData.cs * Removed references to all hit effect prefabs, these are now stored on the HitEffectController game object * DT_AttackInfoUI.cs * Added UI class for Attack Info UI in training mode * Values are updated whenever a hit happens * DT_InputNode.cs * Added nullify input value * DT_InputController.cs * When checking sequences, now checks against the InputNode's nullify input * Only fails the check for that individual input, does not nullify the entire sequence * This will primarily be used with sequences that use a lot of lenient directions (like SPD) * The problem was that if there was an input like AnyDown -> AnyForward, if you held down forward for two frames, it would count the AnyDown on the first frame, and then the AnyForward on the second frame * Now we can define these with a nullifier of the previous direction, so it would look like AnyDown -> AnyForward (!AnyDown). In this case, the first AnyDown will be triggered, but the AnyForward will only work if they are not also triggering AnyDown (need to go up to forward or up forward) * This will allow us to go back to the old SPD input and eliminate the unintended shortcut. * DownForward (2+ frames) -> UpBackward (2+ frames) would trigger SPD before, now it won't. * DT_ComboController.cs * Fixed an issue where certain multi hit moves could unintentionally scale damage between hits * Only affects moves that go between separate move data, which is only TYara super combo at the moment. Final hit should not scale unintentionally * DT_EditorData.cs * Added editor data scriptable object * Contains all info about what the editor state looks like * Broken out of the editor itself in order to allow settings to persist between reloading the window * This was annoying because I'd lose my spot (like what move or settings I was working on) when going between fullscreen / changing unity layouts * DT_CharacterEditorComponent.cs * Removed * MoveDamageData.cs * minimumDamageScaling now defined as a FloatValue instead of raw float * Allows all supers to share the same reference for minimum damage scaling, can change it in one place instead of 8 now * DamageDataGroup.cs * Counter hit and block values are now defined * DT_AnimationController.cs * Frame Clamping (clamping animations to their key frames and avoiding unity interpolation) * Now never clamps to keyframes if AnimationData.animationSpeed = 1.0 (unscaled) * Now always clamps to keyframes if AnimationData.animationSpeed > 1.0 (scaled faster) * AnimationData.animationSpeed < 1.0 (slower) is still case-by-case * Blending (interpolation blending between two animations) * No longer calls CrossFade(animation) when blendTime = 0 * Not sure if there is a performance gain to calling Play(animation) compared to CrossFade(animation, 0.0) but it can't hurt * No longer calls CrossFade(animation) when used with Clones (DTC effect) * These should never require any blending and should fix some strange looking artifacts with certain DTCs * Unity * Third Party * Particle Playground * Removed this asset * It was recently deprecated and discontinued by its creator * Was only using it for the super particles * These had issues anyway when a lot of rollback would happen (super particles would not appear) * Amplify Shader Editor * Updated from version 1.1.0 to 1.4.0 * Text Mesh Pro * Fixed an issue with text not updating when mixing different SetText calls * Odin Inspector * Added odin inspector * Provides much better inspector functionality in Unity's editor (easily reorderable lists) * Allows more object types to be serialized (Dictionaries) * Bunch of other features that I will check out later
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last night's featured character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=J2J-LNkTgoc
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last night's featured character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=J2J-LNkTgoc
Punch Planet - Early Access - Sector-K Games
Huge thanks to everyone playing Punch Planet! Make sure to check out our official Discord channel for access to frame data, character discussions, and match making!

https://discordapp.com/invite/punchplanet
Punch Planet - Early Access - Sector-K Games
Huge thanks to everyone playing Punch Planet! Make sure to check out our official Discord channel for access to frame data, character discussions, and match making!

https://discordapp.com/invite/punchplanet
Punch Planet - Early Access - Sector-K Games


Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=3w5to34e0mw
Punch Planet - Early Access - Sector-K Games


Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=3w5to34e0mw
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