Saturday, May 3, 2025

Pros & Cons of Including a Power Punch Modifier

 


✅ Pros of Including a Power Punch Modifier

AspectExplanation
Strategic DepthReal boxers choose when to throw power punches. A modifier simulates this decision-making, encouraging players to balance risk and reward.
Player ExpressionIt allows players to fight with different styles—some may prefer calculated jabs, others a high-risk heavy-hitter approach.
Stamina ManagementProperly designed, power punches consume more stamina and slow recovery, mimicking real boxing fatigue and pacing.

⚠️ Potential Pitfalls (and Solutions)

ProblemSolution
Spamming Power PunchesApply strict stamina penalties, slower windups, vulnerability on misses, and visible telegraphs.
Unrealistic Damage OutputFactor in timing, position, balance, fatigue, and punch variety (e.g., power uppercuts vs. overhand rights). Use physics and hit detection, not just button input.
Breaks Flow if OveremphasizedEnsure that power punches are just one element of a broader tactical system. Integrate with feints, combos, and footwork.

🧠 Design Suggestion for Realism

  • Hold-to-Charge Mechanic: Holding a modifier alters the punch type into a power version, increasing windup, damage, and stamina cost.

  • Contextual Effectiveness: Power punches should be most effective when the boxer has proper footing, good timing, and an opening (e.g., opponent off-balance or defensively exposed).

  • AI Behavior: NPCs should also calculate risk and timing when using power punches—no blind haymakers.


🥊 Real-Life Analog

In real boxing, fighters throw “power shots” (crosses, hooks, uppercuts) when they see an opening or want to break through. They don't throw them constantly due to:

  • Energy expenditure

  • Defensive vulnerability

  • Strategic pacing

A realistic game should reflect that mindset.


For a non-arcadey (simulation-style) boxing game, the power punch mechanic should avoid artificial modifiers or “boost” buttons and instead emerge from contextual physics, boxer attributes, and timing. Below is a detailed structure for how to implement it realistically.


🎯 Realistic Power Punch System Design

1. No "Power Punch Button"

  • Remove the modifier button.

  • Every punch has the potential to be powerful if thrown in the right conditions.

  • Focus on context and mechanics: stance, weight transfer, fatigue, and timing.


2. Core Components of Punch Power

FactorRealistic Influence
Weight TransferGreater power if the boxer rotates hips/shoulders and steps in.
TechniqueProper extension, follow-through, and punch type increase force.
Stance & BalancePower suffers if boxer is off-balance or backpedaling.
FatigueStamina and arm fatigue reduce power output significantly.
Timing & OpeningPunches landed on vulnerable targets (e.g., mid-movement, dropped guard) yield more damage.
Boxer AttributesSome boxers have naturally stronger punches (e.g., due to strength stat or KO rating).

3. Implementation Blueprint (Non-Arcade, Unity)

A. Punch Power Calculation (Pseudo-Physics Based)

csharp
float CalculatePunchPower(PunchType punch, Boxer boxer, Animator animator) { float basePower = boxer.Strength * punch.PowerMultiplier; float movementFactor = boxer.IsSteppingIntoPunch ? 1.2f : 1.0f; float rotationFactor = GetTorsoRotationSpeed(animator); float fatigueFactor = Mathf.Lerp(1.0f, 0.4f, boxer.FatigueLevel); float balancePenalty = boxer.IsOffBalance ? 0.6f : 1.0f; return basePower * movementFactor * rotationFactor * fatigueFactor * balancePenalty; }

B. Consider Contact Context

csharp
bool IsCleanHit(Collider glove, Collider target) { return TargetIsExposed(target) && glove.Velocity.magnitude > threshold; }

C. No Modifier Input

  • Use regular punch inputs.

  • System detects when everything lines up for a "heavy" shot and applies more force naturally.

  • Camera shake or reaction animations can sell the impact — but only if real conditions are met.


4. Visual Feedback (Not Gamey)

Subtle CuePurpose
Slower, deeper impact soundIndicates high-power contact.
Heavier body recoil on opponentReflects real-world knockout mechanics.
Slow-mo on rare KO-level shotsCinematic reward — but only when justified.

5. AI Integration

  • AI boxers don't "choose" power punches with a button.

  • They assess opening conditions (stance, fatigue, enemy vulnerability).

  • If conditions are favorable, they throw with full commitment.

csharp
if (HasOpening() && boxer.Stamina > 0.6f) ExecutePunch(fullBody=true); else UseSafeShot();

✅ Summary: Non-Arcade Power Punch Philosophy

PrincipleImplementation
No special buttonPower emerges from how and when a punch is thrown.
Physics-informedMovement, rotation, balance, and technique matter.
Stamina governs riskHard shots drain more energy and create vulnerability.
AI uses judgmentNot RNG, but contextual attack logic.
Feedback is earnedCinematic feel comes from real contact physics.


🎥 1. Realistic Punch Animations (NOT "Gamey")

🔧 A. Use Real Boxing Reference

  • Use slow-motion footage of pro boxers to understand:

    • Hip-shoulder rotation

    • Weight shift from rear to lead foot

    • Head off-center on hooks

    • Return to guard after punch

  • Ideal references: Lomachenko, Canelo, Tyson — diverse styles for inspiration.

🎞 B. Motion Capture or High-Fidelity Keyframe

  • Best: Use real mocap data (there are boxing packs on Unity Asset Store).

  • Alternative: Animate with layered control:

    • Torso twist and hip rotation drive power.

    • Root motion handles small forward/rotational steps.

    • Add subtle recoil and retraction to punches.

    • Use blend trees for lead/rear hand, high/low target.

🎮 C. Animator Design

Example (Unity Animator Setup):

vbnet
Base Layer: ├── Idle ├── Jab_Left ├── Cross_Right ├── Lead_Hook ├── Rear_Uppercut └── BlendTree (Step + Punch)
  • Transitions use parameters:

    • IsPunching

    • PunchType (Jab, Hook, Uppercut)

    • IsMovingForward, IsBalanced, FatigueLevel


🥊 2. Realistic Punch Mechanics (Physics + Animation Unity)

🛠️ A. Replace “Click to Animate” with Punch Driven by Body Movement

The punch shouldn’t just be an animation — it should reflect:

  • Movement state (stepping, shifting weight)

  • Animator-driven rotation (hip/torso twist)

  • Position on impact (target’s movement, openness)

csharp
float GetEffectivePunchForce(Animator animator, Rigidbody torso) { float rotationForce = torso.angularVelocity.y; // torque from twist float forwardMomentum = torso.velocity.z; // moving into punch float baseStrength = boxer.Strength; return baseStrength * (rotationForce + forwardMomentum); }

🧠 B. Smart Blending for Punches

Use Unity’s Animation Rigging Package:

  • Allows procedural adjustments on top of animations.

  • Example: auto-correct glove aim if opponent slips slightly.

  • Keeps animation realistic while adaptable in real time.


💡 C. Implement “Preparation” for Power Punches (No Button Needed)

If the boxer:

  • Is planted

  • Has wound-up torso

  • Has energy in the tank
    → Let the punch animation auto-blend into a heavier variant.

csharp
if (CanThrowPowerPunch()) { animator.CrossFade("Cross_Heavy", 0.1f); } else { animator.CrossFade("Cross_Quick", 0.1f); }

🔁 D. Return to Guard Must Be Fast and Natural

  • After punch, auto-blend to Guard Recover animation.

  • Use Layered Animation Masks so upper body animates the punch, but lower body continues footwork.


✅ Fix Summary Table

ProblemRealistic Fix
Stiff or floaty animationsUse real boxing footage or mocap; apply body-driven animation hierarchy.
Punches look fakePower comes from torso twist + weight shift; use rotation data and physics blend.
Arcade-looking combo chainsDitch input chaining; use real foot position, stamina, and balance to trigger punches.
Punches not hitting correctlyUse animation rigging to aim punches dynamically; sync animation contact with physics triggers.

Pros & Cons of Including a Power Punch Modifier

 


✅ Pros of Including a Power Punch Modifier

AspectExplanation
Strategic DepthReal boxers choose when to throw power punches. A modifier simulates this decision-making, encouraging players to balance risk and reward.
Player ExpressionIt allows players to fight with different styles—some may prefer calculated jabs, others a high-risk heavy-hitter approach.
Stamina ManagementProperly designed, power punches consume more stamina and slow recovery, mimicking real boxing fatigue and pacing.

⚠️ Potential Pitfalls (and Solutions)

ProblemSolution
Spamming Power PunchesApply strict stamina penalties, slower windups, vulnerability on misses, and visible telegraphs.
Unrealistic Damage OutputFactor in timing, position, balance, fatigue, and punch variety (e.g., power uppercuts vs. overhand rights). Use physics and hit detection, not just button input.
Breaks Flow if OveremphasizedEnsure that power punches are just one element of a broader tactical system. Integrate with feints, combos, and footwork.

🧠 Design Suggestion for Realism

  • Hold-to-Charge Mechanic: Holding a modifier alters the punch type into a power version, increasing windup, damage, and stamina cost.

  • Contextual Effectiveness: Power punches should be most effective when the boxer has proper footing, good timing, and an opening (e.g., opponent off-balance or defensively exposed).

  • AI Behavior: NPCs should also calculate risk and timing when using power punches—no blind haymakers.


🥊 Real-Life Analog

In real boxing, fighters throw “power shots” (crosses, hooks, uppercuts) when they see an opening or want to break through. They don't throw them constantly due to:

  • Energy expenditure

  • Defensive vulnerability

  • Strategic pacing

A realistic game should reflect that mindset.


For a non-arcadey (simulation-style) boxing game, the power punch mechanic should avoid artificial modifiers or “boost” buttons and instead emerge from contextual physics, boxer attributes, and timing. Below is a detailed structure for how to implement it realistically.


🎯 Realistic Power Punch System Design

1. No "Power Punch Button"

  • Remove the modifier button.

  • Every punch has the potential to be powerful if thrown in the right conditions.

  • Focus on context and mechanics: stance, weight transfer, fatigue, and timing.


2. Core Components of Punch Power

FactorRealistic Influence
Weight TransferGreater power if the boxer rotates hips/shoulders and steps in.
TechniqueProper extension, follow-through, and punch type increase force.
Stance & BalancePower suffers if boxer is off-balance or backpedaling.
FatigueStamina and arm fatigue reduce power output significantly.
Timing & OpeningPunches landed on vulnerable targets (e.g., mid-movement, dropped guard) yield more damage.
Boxer AttributesSome boxers have naturally stronger punches (e.g., due to strength stat or KO rating).

3. Implementation Blueprint (Non-Arcade, Unity)

A. Punch Power Calculation (Pseudo-Physics Based)

csharp
float CalculatePunchPower(PunchType punch, Boxer boxer, Animator animator) { float basePower = boxer.Strength * punch.PowerMultiplier; float movementFactor = boxer.IsSteppingIntoPunch ? 1.2f : 1.0f; float rotationFactor = GetTorsoRotationSpeed(animator); float fatigueFactor = Mathf.Lerp(1.0f, 0.4f, boxer.FatigueLevel); float balancePenalty = boxer.IsOffBalance ? 0.6f : 1.0f; return basePower * movementFactor * rotationFactor * fatigueFactor * balancePenalty; }

B. Consider Contact Context

csharp
bool IsCleanHit(Collider glove, Collider target) { return TargetIsExposed(target) && glove.Velocity.magnitude > threshold; }

C. No Modifier Input

  • Use regular punch inputs.

  • System detects when everything lines up for a "heavy" shot and applies more force naturally.

  • Camera shake or reaction animations can sell the impact — but only if real conditions are met.


4. Visual Feedback (Not Gamey)

Subtle CuePurpose
Slower, deeper impact soundIndicates high-power contact.
Heavier body recoil on opponentReflects real-world knockout mechanics.
Slow-mo on rare KO-level shotsCinematic reward — but only when justified.

5. AI Integration

  • AI boxers don't "choose" power punches with a button.

  • They assess opening conditions (stance, fatigue, enemy vulnerability).

  • If conditions are favorable, they throw with full commitment.

csharp
if (HasOpening() && boxer.Stamina > 0.6f) ExecutePunch(fullBody=true); else UseSafeShot();

✅ Summary: Non-Arcade Power Punch Philosophy

PrincipleImplementation
No special buttonPower emerges from how and when a punch is thrown.
Physics-informedMovement, rotation, balance, and technique matter.
Stamina governs riskHard shots drain more energy and create vulnerability.
AI uses judgmentNot RNG, but contextual attack logic.
Feedback is earnedCinematic feel comes from real contact physics.


🎥 1. Realistic Punch Animations (NOT "Gamey")

🔧 A. Use Real Boxing Reference

  • Use slow-motion footage of pro boxers to understand:

    • Hip-shoulder rotation

    • Weight shift from rear to lead foot

    • Head off-center on hooks

    • Return to guard after punch

  • Ideal references: Lomachenko, Canelo, Tyson — diverse styles for inspiration.

🎞 B. Motion Capture or High-Fidelity Keyframe

  • Best: Use real mocap data (there are boxing packs on Unity Asset Store).

  • Alternative: Animate with layered control:

    • Torso twist and hip rotation drive power.

    • Root motion handles small forward/rotational steps.

    • Add subtle recoil and retraction to punches.

    • Use blend trees for lead/rear hand, high/low target.

🎮 C. Animator Design

Example (Unity Animator Setup):

vbnet
Base Layer: ├── Idle ├── Jab_Left ├── Cross_Right ├── Lead_Hook ├── Rear_Uppercut └── BlendTree (Step + Punch)
  • Transitions use parameters:

    • IsPunching

    • PunchType (Jab, Hook, Uppercut)

    • IsMovingForward, IsBalanced, FatigueLevel


🥊 2. Realistic Punch Mechanics (Physics + Animation Unity)

🛠️ A. Replace “Click to Animate” with Punch Driven by Body Movement

The punch shouldn’t just be an animation — it should reflect:

  • Movement state (stepping, shifting weight)

  • Animator-driven rotation (hip/torso twist)

  • Position on impact (target’s movement, openness)

csharp
float GetEffectivePunchForce(Animator animator, Rigidbody torso) { float rotationForce = torso.angularVelocity.y; // torque from twist float forwardMomentum = torso.velocity.z; // moving into punch float baseStrength = boxer.Strength; return baseStrength * (rotationForce + forwardMomentum); }

🧠 B. Smart Blending for Punches

Use Unity’s Animation Rigging Package:

  • Allows procedural adjustments on top of animations.

  • Example: auto-correct glove aim if opponent slips slightly.

  • Keeps animation realistic while adaptable in real time.


💡 C. Implement “Preparation” for Power Punches (No Button Needed)

If the boxer:

  • Is planted

  • Has wound-up torso

  • Has energy in the tank
    → Let the punch animation auto-blend into a heavier variant.

csharp
if (CanThrowPowerPunch()) { animator.CrossFade("Cross_Heavy", 0.1f); } else { animator.CrossFade("Cross_Quick", 0.1f); }

🔁 D. Return to Guard Must Be Fast and Natural

  • After punch, auto-blend to Guard Recover animation.

  • Use Layered Animation Masks so upper body animates the punch, but lower body continues footwork.


✅ Fix Summary Table

ProblemRealistic Fix
Stiff or floaty animationsUse real boxing footage or mocap; apply body-driven animation hierarchy.
Punches look fakePower comes from torso twist + weight shift; use rotation data and physics blend.
Arcade-looking combo chainsDitch input chaining; use real foot position, stamina, and balance to trigger punches.
Punches not hitting correctlyUse animation rigging to aim punches dynamically; sync animation contact with physics triggers.

Strategic Shift: Is SCI "Doing an EA"?

 


1. SCI's Shift in Strategy Toward Exclusivity

Steel City Interactive (SCI) initially marketed their boxing game—Undisputed—as a platform for boxing as a whole, a kind of "boxing hub" with wide, non-exclusive access to a range of fighters. This was part of what made them distinct from EA's historically tight grip on major licenses in other sports games (like UFC, Madden, and FIFA).

However, the reported exclusivity around Muhammad Ali appears to mark a strategic pivot, which could indicate one of the following:

  • Pressure from publishers or investors to secure high-profile content for possibly long-term monetization.

  • A pre-emptive move to prevent EA or another developer from entering the boxing market with marquee names.

  • A revenue-focused shift, where exclusivity is seen as a way to control IP value and create "must-have" appeal.

2. Risks of Going the EA Route

If SCI begins locking away high-profile fighters like Ali, Tyson, Mayweather, etc., it mirrors what EA Sports did with UFC, Madden and FIFA licenses—consolidating control but alienating the community by narrowing options and sometimes sacrificing quality for marketing hype.

That’s problematic because:

  • The original vision was about inclusivity, realism, and giving boxing fans access to the full sport, not just fragments.

  • SCI built goodwill in the community by being not EA. Reversing this risks breaking trust with their core fanbase.

3. The Core Game Is Still Flawed

As you mentioned, Undisputed still suffers from a range of mechanical, gameplay, and technical issues, including:

  • Unstable online performance and matchmaking problems

  • Clunky or unresponsive animations

  • AI imbalance and poor boxer movement realism

  • Inconsistent punch detection and hit registration

  • Missing promised features (e.g., deeper career mode, mod support)

Locking down boxers like Ali while these core systems remain broken gives the impression that marketing priorities are being placed ahead of gameplay refinement—which can seriously undermine long-term credibility.

4. Potential Consequences

If SCI goes all-in on exclusivity, a few things might happen:

  • Boxing fans will feel boxed in, especially if key fighters are trapped behind brand walls.

  • Modding and user-generated content could be stifled by licensing restrictions.

  • A rival developer could step in with a community-first, open-license model and undercut SCI’s position in the long run.



It looks like SCI might be moving toward a more EA-like, exclusive model, which contradicts their original grassroots appeal. While business logic may justify securing icons like Ali, doing so before fixing the core gameplay risks alienating their most loyal players.

Would you like a breakdown of how this strategy compares to EA's approach with UFC, or a list of current Undisputed issues prioritized by community feedback?



🎭 Distraction Through Announcements

Observation: SCI seems to be prioritizing hype cycles over core fixes.

💡 Pattern of Concern

BehaviorEffect
Teasing new fighters (e.g., Ali, Holyfield)Temporarily distracts from bugs and AI issues
Highlighting future DLCs or partnershipsShifts focus away from current gameplay deficiencies
Glossy trailers and screenshotsMake the game look polished while core systems remain broken

This approach mirrors classic PR misdirection tactics: create buzz to mask real flaws.


🥊 What the Game Should Be: A Boxing Simulator

📉 Current State

  • Boxing fundamentals are off:

    • Fighters float or slide unrealistically.

    • Jabs don’t establish range properly.

    • No real inside fighting, no clinch control.

  • Stamina and damage logic is unclear: Fatigue has inconsistent effects on power and defense.

  • AI fails to emulate boxing styles: Instead of counter-punchers, swarmers, or technicians, most opponents feel like generic bots.

📈 What Fans Expected

  • Tactical pacing like real matches (think Mayweather vs. Canelo, not arcade brawls).

  • Clear impact feedback when landing punches—both visually and mechanically.

  • Role identity: Boxer attributes should influence how they fight (Ali = jab + movement, Frazier = pressure + body work).


🚨 Why This Is a Big Problem

  • It undermines realism, which was SCI’s entire selling point.

  • Early adopters—especially boxing purists—feel duped.

  • The game doesn’t currently look or feel like a professional boxing match. It’s closer to a hybrid brawler.


🔧 What SCI Should Be Doing Now (Instead of Announcements)

  1. Gameplay Fix Priorities

    • Fix foot planting and defensive movement (lateral steps, pivots).

    • Improve punch physics and remove magnetic strikes.

    • Introduce realistic judging and scoring mechanics.

    • Rework punch output vs. stamina drain logic.

  2. Communication Transparency

    • Post clear patch roadmaps and what each update targets.

    • Admit where the game fails currently—and how they’ll fix it.

    • Balance marketing with dev accountability.

  3. Reinforce the Simulation Goal

    • Bring in real boxing analysts or trainers to consult.

    • Let offline play (career, AI matches) represent actual match pacing and flow.


🧠 Summary

Right now, SCI is falling into the trap of announcing features to deflect criticism, rather than fixing what actually matters. The game doesn’t look or feel like real boxing, and that contradicts the entire premise behind Undisputed. Until SCI addresses these issues head-on, no amount of fighter reveals or visual polish will restore community trust.

Strategic Shift: Is SCI "Doing an EA"?

 


1. SCI's Shift in Strategy Toward Exclusivity

Steel City Interactive (SCI) initially marketed their boxing game—Undisputed—as a platform for boxing as a whole, a kind of "boxing hub" with wide, non-exclusive access to a range of fighters. This was part of what made them distinct from EA's historically tight grip on major licenses in other sports games (like UFC, Madden, and FIFA).

However, the reported exclusivity around Muhammad Ali appears to mark a strategic pivot, which could indicate one of the following:

  • Pressure from publishers or investors to secure high-profile content for possibly long-term monetization.

  • A pre-emptive move to prevent EA or another developer from entering the boxing market with marquee names.

  • A revenue-focused shift, where exclusivity is seen as a way to control IP value and create "must-have" appeal.

2. Risks of Going the EA Route

If SCI begins locking away high-profile fighters like Ali, Tyson, Mayweather, etc., it mirrors what EA Sports did with UFC, Madden and FIFA licenses—consolidating control but alienating the community by narrowing options and sometimes sacrificing quality for marketing hype.

That’s problematic because:

  • The original vision was about inclusivity, realism, and giving boxing fans access to the full sport, not just fragments.

  • SCI built goodwill in the community by being not EA. Reversing this risks breaking trust with their core fanbase.

3. The Core Game Is Still Flawed

As you mentioned, Undisputed still suffers from a range of mechanical, gameplay, and technical issues, including:

  • Unstable online performance and matchmaking problems

  • Clunky or unresponsive animations

  • AI imbalance and poor boxer movement realism

  • Inconsistent punch detection and hit registration

  • Missing promised features (e.g., deeper career mode, mod support)

Locking down boxers like Ali while these core systems remain broken gives the impression that marketing priorities are being placed ahead of gameplay refinement—which can seriously undermine long-term credibility.

4. Potential Consequences

If SCI goes all-in on exclusivity, a few things might happen:

  • Boxing fans will feel boxed in, especially if key fighters are trapped behind brand walls.

  • Modding and user-generated content could be stifled by licensing restrictions.

  • A rival developer could step in with a community-first, open-license model and undercut SCI’s position in the long run.



It looks like SCI might be moving toward a more EA-like, exclusive model, which contradicts their original grassroots appeal. While business logic may justify securing icons like Ali, doing so before fixing the core gameplay risks alienating their most loyal players.

Would you like a breakdown of how this strategy compares to EA's approach with UFC, or a list of current Undisputed issues prioritized by community feedback?



🎭 Distraction Through Announcements

Observation: SCI seems to be prioritizing hype cycles over core fixes.

💡 Pattern of Concern

BehaviorEffect
Teasing new fighters (e.g., Ali, Holyfield)Temporarily distracts from bugs and AI issues
Highlighting future DLCs or partnershipsShifts focus away from current gameplay deficiencies
Glossy trailers and screenshotsMake the game look polished while core systems remain broken

This approach mirrors classic PR misdirection tactics: create buzz to mask real flaws.


🥊 What the Game Should Be: A Boxing Simulator

📉 Current State

  • Boxing fundamentals are off:

    • Fighters float or slide unrealistically.

    • Jabs don’t establish range properly.

    • No real inside fighting, no clinch control.

  • Stamina and damage logic is unclear: Fatigue has inconsistent effects on power and defense.

  • AI fails to emulate boxing styles: Instead of counter-punchers, swarmers, or technicians, most opponents feel like generic bots.

📈 What Fans Expected

  • Tactical pacing like real matches (think Mayweather vs. Canelo, not arcade brawls).

  • Clear impact feedback when landing punches—both visually and mechanically.

  • Role identity: Boxer attributes should influence how they fight (Ali = jab + movement, Frazier = pressure + body work).


🚨 Why This Is a Big Problem

  • It undermines realism, which was SCI’s entire selling point.

  • Early adopters—especially boxing purists—feel duped.

  • The game doesn’t currently look or feel like a professional boxing match. It’s closer to a hybrid brawler.


🔧 What SCI Should Be Doing Now (Instead of Announcements)

  1. Gameplay Fix Priorities

    • Fix foot planting and defensive movement (lateral steps, pivots).

    • Improve punch physics and remove magnetic strikes.

    • Introduce realistic judging and scoring mechanics.

    • Rework punch output vs. stamina drain logic.

  2. Communication Transparency

    • Post clear patch roadmaps and what each update targets.

    • Admit where the game fails currently—and how they’ll fix it.

    • Balance marketing with dev accountability.

  3. Reinforce the Simulation Goal

    • Bring in real boxing analysts or trainers to consult.

    • Let offline play (career, AI matches) represent actual match pacing and flow.


🧠 Summary

Right now, SCI is falling into the trap of announcing features to deflect criticism, rather than fixing what actually matters. The game doesn’t look or feel like real boxing, and that contradicts the entire premise behind Undisputed. Until SCI addresses these issues head-on, no amount of fighter reveals or visual polish will restore community trust.

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