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Punch Planet - Version 0.8.0

Version 0.8.0 is now released!


[previewyoutube][/previewyoutube]
This major patch brings a full reworking to the menus and interfaces of the game, full reworking to the online and lobby system, a cinematic intro, a new juggle system and other gameplay updates, trial mode, and performance and quality of life improvements!

Read the full detail changelog here


[h2]General[/h2]
The whole game has been completely reworked from the ground up bringing new menus, interfaces, and a much stronger foundation for adding future features.

[h2]Cinematic[/h2]Added the intro cinematic to the actual game.
[previewyoutube][/previewyoutube]
[h2]Engine - Unity[/h2]Updated Unity to a much more modern version, allowing us a lot of development quality of life improvements including better workflow and performance. No longer supports Direct-X 9 (removed by Unity) but now supports Vulkan (if having performance issues please try this).

[h2]Online Lobbies[/h2]Completely reworked how online functions, switching away from the third party matchmaking we used before and using a fully steam integrated approach. Lobbies now support multiple stations (so different groups of people can play each other in the same lobby), training mode while you wait (and all the features it has), multi game matches (ft1, ft2, ft3, etc), and much better privacy and invitation options.


[h2]Trial Mode[/h2]Added trial modes for all characters, each with 20 official trials that should help teach how to play them a bit and give players something to do. Trials range from easy, moderate, hard, and golden (which can require strict timing).


There is also support for custom trials that can be shared with other players, record your own combos on the fly and save them as a trial.

[h2]Menu Update[/h2]All menus in the game have been re-made from the ground up for a much more functional and flexible foundation for adding more options. Should feel much smoother, snappier, and look much better than before.


Controls Menu - Greatly improved controls menu for selecting which controller controls which player, and how to map those controllers.


Move List - Updated move list to use the same art as trials / move display ui.


Character Select - Smoother and sleeker.

[h2]Gameplay UI Update[/h2]Fully reworked the gameplay user interface, inlcuing health bars, meter bars, combo ui, input display, and frame advantage display.




[h2]Juggle System[/h2]Simplified how the juggle system works, no longer requiring a juggle value needed for a hit to land and allowing for more opportunities to end combos with different moves.

Previously, if a move was allowed to land against a juggled opponent, they would need more juggle value than the move required, and if it did hit would remove that amount (or sometimes more for balance reasons). If the opponent was already hit too much, the move would just whiff and no hit would happen, requiring the player to know a lot about what moves work for what combos.

In the new method, we've removed the requirement value and standardized the remove value. Now when a move is used against a juggled opponent, it will always hit and subtract the remove value from them. If that hit reduces their juggle value past zero, it will put them into an unhittable reset juggle until they hit the ground.

With this in mind, many characters' normals have been improved to allow followups when used in a juggle combo, creating a lot of new opportunities for different enders that wouldn't previously be possible.

[h2]Golden Hits[/h2]Increased the hit stun bonus for golden hits from 1 to 2, should allow for even more combos than before.

[h2]Input - HP + HK Macro[/h2]Added input macro for HP + HK.

[h2]DTC[/h2]Now increases juggle value by 1. When using DTC in a juggle combo, will now increase the followup opportunities by giving an additional juggle point.

[h2]JTC[/h2]Regular version no longer gives a juggle point. Dash version now gives 1 juggle point instead of 2 (most combos that need the +2 are unaffected since DTC now gives +1).

[h2]Dash Forward[/h2]Increased momentum distance, moves further and improves followup combos.

[h2]Movement[/h2]Can no longer cross under opponents in the corner, should make it easier to do corner combos without worrying about going under in some cases. Also makes it easier on defense because it removes the corner mixup.

[h2]Collision Boxes[/h2]Slightly increased the widths of all collision boxes, characters should feel a little bit more wide.

[h2[Push Back Frames[/h2]Slightly adjusted the amount of frames characters are pushed back when hit, takes a little bit longer to come to a stop.

[h2]Battle Camera[/h2]Camera got changed a bit, I forget how.

[h2]Damage[/h2]Adjusted combo damage scaling, falls off slightly sooner but clamps at a higher amount (10% -> 15%).

[h2]Meter[/h2]Adjusted combo meter scaling, stops at 60% instead of 50%.


[h2]Roy[/h2]
  • Juggle values: [3, 3, 4]
  • Dash.Forward: Increased recovery frames
  • Throw.Forward: Decreased corner pushback
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Decreased pushback, always resets
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • Fw.MP: Juggle value 2, decreased corner pushback
  • St.MK: Increased pushback, decreased hit stun / adv, decreased block stun / adv
  • Cr.MK: Always resets
  • Jp.MK: Now juggles
  • St.HP: Now juggles
  • Cr.HP: Decreased corner pushback
  • Jp.HP: Now juggles
  • St.HK: Decreased corner pushback
  • St.HK.Charged: Decreased wall launch velocity
  • Headbutt.All: Decreased corner pushback
  • Headbutt.EX: Decreased wall launch velocity
  • Gunshot.All: Never causes a reset
  • Gunshot.L/M: Decreased corner pushback, increased hit stun / adv
  • Gunshot.H: Increased corner pushback
  • Gunshot.EX: Decreased corner pushback
  • Gunshot.Super: Decreased corner pushback
  • KnuckleSandwich.Super: Decreased corner pushback

[h2]Cid[/h2]
  • Juggle values: [3, 3, 4], [2,3] for charged [medium, heavy]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets, extended hit box range
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • St.MP.Fast: Now juggles, decreased pushback, decreased hit stun / adv
  • St.MP.Charged: Decreased juggle corner pushback, adjusted juggle physics, decreased pushback, increased hit stun / adv
  • Cr.MP.Fast: Always resets
  • Cr.MP.Charged: Increased juggle corner pushback
  • St.HP.Fast: Now juggles
  • St.HP.Charged: Decreased juggle corner pushback, adjusted juggle physics
  • Cr.HP.Both: Forces stand against crouching, decreased juggle corner pushback, decreased juggle y velocity against airborne opponents
  • Cr.HP.Fast: Now juggles
  • Cr.HP.Charged: Adjusted juggle against grounded opponenets
  • Jp.HP.Fast: Now juggles
  • St.HK: Now juggles
  • KnifeRush.L/M/H: Decreased juggle corner pushback, decreased juggle x velocity, never causes a reset
  • KnifeRush.EX: Decreased juggle corner pushback, decreased wall launch x velocity
  • Grenade.All: Never causes a reset
  • Grenade.L: Decreased speed
  • Grenade.M: Decreased speed
  • MoveOut.Super: Decreased final hit corner pushback

[h2]Tyara[/h2]
  • Juggle values: [3, 3, 4]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • Jp.MK: Now juggles
  • Cr.HP.Fast: Decreased juggle corner pushback
  • Cr.HP.Charged: Decreased juggle corner pushback, decreased wall launch speed, adjusted wall bounce physics
  • St.HK: Decreased juggle corner pushback
  • Cr.HK: Never causes a reset
  • Jp.Splash: Now juggles
  • ShieldCharge.L/M/H: Never causes a reset, decreased juggle corner pushback
  • ShieldCharge.EX: Decreased juggle x velocity, decreased wall bounce corner pushback

[h2]Dog[/h2]
  • Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
  • Jumps: Decreased active frames, adjusted jump arc
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • St.MP: Now juggles
  • Cr.MP: Always resets
  • St.HP: Decreased juggle knockdown frames
  • Cr.HP: Now juggles
  • Jp.HP: Always resets
  • St.HK: Adjusted juggle physics
  • Run.All: Increased momentum frames, increased cancel window, decreased startup frames, increased active frames, decreased initial speed
  • Run->Stop.Both: Decreased recovery frames
  • Run->Slide.Both: Decreased juggle y velocity, will never reset
  • Run->MidStrike.Regular: Adjusted juggle physics, decreased juggle corner pushback, increased followthrough frames, decreased block adv
  • Run->MidStrike.EX: Adjusted juggle physics
  • Run->LeapStrike.Both: Decreased knockdown frames
  • Run->LeapStrike.Regular: Decreased recovery frames
  • PinWheel.All: Decreased active frames, adjusted cancel window into dive, adjusted airborne movement
  • PinWheel.L: Decreased x velocity
  • PinWheel.H: Increased x velocity
  • PinWheel.EX: Never causes a reset, adjusted juggle physics
  • PinWheel->Dive.Both: Retracted hit box range, retracted hit box bottom, retracted hurt box range, retracted hurt box bottom, increased juggle corner pushback, no longer an overhead
  • PinWheel->Dive.Regular: Increased dive speed, decreased hit stun, decreased block stun, decreased knockdown frames

[h2]Agent G[/h2]
  • Juggle values: [3, 3, 3]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets
  • Cr.LK: Always resets, extended hit box height
  • Jp.LK: Now juggles
  • St.MP: Now juggles
  • Cr.MP: Now juggles
  • Jp.MP: Now juggles
  • St.MK: Now juggles
  • Cr.MK: Always resets
  • Fw.MK: Juggle value 2
  • Fw.MK->HK: Juggle value 2, decreased juggle corner pushback, now super cancellable, never causes a reset
  • Jp.MK: Now juggles
  • St.HP: Decreased juggle corner pushback
  • Fw.HK: Juggle value 2, decreased juggle corner pushback
  • LunarDisc.Regular: Now juggles
  • LunarDisc.EX: Never causes a reset, extended second hit hit box vertical
  • CrescentKicks.All: Never causes a reset, adjusted juggle physics, adjusted hit boxes
  • CrescentKicks.L/M/H: Increased startup frames, retracted initial hit box range
  • CrescentSplits.EX: Never causes a reset
  • LunarGeyser.Super: Decreased final hit corner pushback, decreased final hit juggle y velocity

[h2]Maxx[/h2]
  • Juggle values: [4, 4, 4]
  • Walk.Backward: Decreased move speed
  • Dash.Forward: Increased total frames
  • Jump.Backward: Decreased distance
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • St.MP: Now juggles
  • Cr.MP: Now juggles, later hit boxes no longer cancellable, extended hit box range
  • Fw.MP.Fast: Now juggles
  • Fw.MP.Charged: Juggle value 1
  • Jp.MP: Now juggles
  • St.MK: Always resets, now hits low, decreased pushback, retracted hit box range, retracted hurt box range, decreased active frames, increased hit stun / adv
  • Cr.MK: Always resets, retracted hit box range
  • Jp.MK: Resets against airborne opponents (non juggled)
  • St.HP: Decreased juggle corner pushback
  • Cr.HP: Extended hit box height, extended hit box range, extended hurt box range, decreased pushback
  • Fw.HP.Both: Forces crouching on hit
  • Fw.HP.Charged: Juggle value 3, adjusted ground bounce physics
  • Cr.HK: Later hit boxes no longer cancellable, adjusted juggle physics
  • HookSwing.L/M/H: Never causes a reset, decreased move distance, decreased pushback on block, increased juggle corner pushback, adjusted juggle physics
  • HookSwing.L: Adjusted initial hit box frames, increased recovery frames, decreased hit / block adv
  • HookSwing.M: Decreased pushback on hit, decreased active frames, increased followthrough / recovery frames, decreased hit / block adv
  • HookSwing.H: Adjusted initial hit box frames, decreased active frames, increased followthrough / recovery frames, decreased block adv
  • HookSwing.EX: Decreased startup frames, hit 1 will never cause a reset, adjusted hit 1 juggle physics, adjusted hit 2 juggle physics
  • HornyToad.All: Increased followthrough / recovery frames, increased block stun / adv, decreased horizontal movement, adjusted juggle physics, decreased juggle corner pushback
  • LastCall.Super.Normal: Decreased wall launch corner pushback
  • LastCall.Super.Buffed: Decreased wall launch corner pushback, increased wall bounce height

[h2]ARN-01D[/h2]
  • Juggle values: [3, 3, 4]
  • Throws.Both: Increased followup startup frames
  • St.LP: Now juggles
  • Cr.LP: Always resets
  • Jp.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • SquatKicks.Both: Always resets
  • St.MP: Now juggles
  • Bk.MP: Now juggles
  • Cr.MP: Always resets
  • Cr.Bk.MP: Now juggles
  • Jp.MP: Now resets against airborne (non juggled)
  • St.MK: Now juggles
  • Cr.MK: Always resets
  • Jp.MK: Now juggles
  • DiveBomber: Increased hit stun
  • Cr.HP: Now juggles, now moves backwards slightly on use, adjusted cancel window into itself, no longer reorients when cancelling into itself, increased hit stun / adv
  • Bk.HP: Adjusted juggle physics, decreased juggle corner pushback
  • St.HK: Now juggles
  • Jp.HK: Now juggles
  • BatteryDischarge.All: Decreased juggle corner pushback, adjusted wall launch physics, increased wall bounce height
  • BatteryDischarge.H: Decreased startup frames
  • RapidTaser.All: Never causes a reset
  • RapidTaser.M/H: Decreased startup frames
  • EnergyTurret.All: Never causes a reset, increased juggle height
  • OrbitalStrike.EX: Never causes a reset
  • Drive.Super.Both: Increased wall bounce height, decreased corner pushback

[h2]Gat[/h2]
  • Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
  • Jumps.Cancelled: Adjusted jump physics, decreased forward jump distance
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Decreased hit stun
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • Jp.LK: Decreased hit stun
  • Cr.MP: Always resets
  • Jp.MP: Decreased hit stun
  • Cr.MK: Always resets
  • Jp.MK: Decreased hit stun, added additional lower hit box
  • St.HK: Now resets against airborne (non juggled)
  • PrismCell.All: Decreased health gained
  • PrismCell.L: Now causes same juggle as other versions, decreased damage
  • PrismCell.H: Decreased damage;
  • Gem.EX: Adjusted wall launch physics, adjusted wall bounce physics
  • Levitate->AirReaper.Both: Never causes a reset
  • Levitate->AirReaper.EX: No longer adds juggle value, decreased damage
  • Levitate->AirStake.Regular: Decreased startup frames
  • Levitate->AirStake.EX: Decreased damage
  • GemLancer.Super: Can no longer cancel last hit into regular Levitate (EX only), adjusted cancel frames into EX.Levitate, decreased juggle corner pushback
  • DiamondMaiden.Super: Increased damage
Read the full detail changelog here.

[h2]What's Next[/h2]There's still a lot left to do before full release and we will continue to march towards that goal. The next things we are focusing on in no particular order:
  • More characters: finishing Reno and Meme
  • Online improvements: matchmaking, lobby improvements (still rough currently)
  • Single-player modes: arcade, survival
  • Replays: save and watch your matches
  • Gameplay updates: always improving
Thank you so much everyone for your patience getting this release out, I know it's been a long time coming but it has really been a substantial undertaking. Appreciate everyone who helped beta test the new hotness branch. Future updates should be more common, thanks again for your support.