Nice. Good luck with your build.
Well both engines won’t hit 60fps if you push them too far. A lot of factors can contribute to a lower frame-rate, but typically expensive post effects are what you should drop first. Unreal has no short supply of those.
As far as the graphical abilities of each engine go, it all depends on what you are trying to accomplish. If you intend to have static lighting and static stages, UDK will give you light-mapping for free. The better UDK post effects, by comparison, are free as well. That said, Unity3D does have advantages in other aspects. For example, with Pro you get the DX9 compatible deferred lighting.
But chances are you are like us using Unity free. It’s been a good fit for us, but only because I built a lot of custom graphics tech to fit our needs. (Neither engine comes with that great of shaders or dynamic ambient lighting.)
has anyone played a 3d fighting game the blended 2d elements. such as the increased speed.
Street Fighter EX, Rival Schools, the new JoJo’s Bizarre Adventure game.
Are you asking out of curiosity or is this something you’re looking into? Are shifting this into a 3D game? Or is it still 2.5D?
well when I started designing this it was meant to be 3D, but after I played MK 9 I thought 2D might be the best result. I played alot of fighting game last year and compared 3D to 2D and I preferred the 2D playstyle. I like some elements in 3D. I was wondering if it is possible to make a full 3D fighting game with the feeling of 2D fighters.
Try the game’s I mentioned. They basically play like 2D fighters but have 3D stages and sidestepping.
Also, I need to add the KoF Maximum Impact series to that list.
SFEX has no sidestep and plays like a straight 2D game, don’t spread misinformation if you don’t know the games.
Technically, teleports in EX act as sidesteps for characters that had them.
Teleports work like teleports in that game, by that criteria any teleport in a fighting game is a sidestep.
Easy guys. We’re not sure which 3D elements he’s referring to yet.
Side-steps in 3D fighters dodge attacks, sets up your position on the 3D stage or both. In a 2D game certain dodge moves (Cammy’s spin knuckle) is a side-step per se if you wanna imagine her going in to the background at that moment - but understand such a thing would ridiculous in reverse: a side-step in a 3D fighter would literally be a side-step rather than a hurt-box trick.
Should I bother posting story and character bios here or simply stick to gameplay and mechanics. To me a good game is about the total experience, and I would be happy to share our lore, and character bios.
Should I bother posting story and character bios here or simply stick to gameplay and mechanics. To me a good game is about the total experience, and I would be happy to share our lore, and character bios.
Share that stuff, contrary to what D3v thinks there are people here that love FGs from all aspects.
OK I’ll be sure to share my complete work in progress. Here is a sketch of Aker’s Background.
http://i524.photobucket.com/albums/cc324/wind27382/Stage1v3_zps77641a84.jpg
I hope you aren’t planning to have those things cross into the foreground. That can be quite distracting (and can actually be used by a player to their advantage) in the middle of a match.
actually u might be right foreground elements might be a bad thing.
It is a bad thing, people will mess up their combos, cause they won’t be able to see properly. Unless, you’re trying to make a game like Injustice, the choice of stages shouldn’t affect the gameplay too much.
What you can do is keep them there, but make it so that the offending bits disappear when characters are near them.
yes those elements are meant to be like scaffolding showing that the wall is always being built and repaired. they were not meant to affect gameplay at all, more along the lines of setting the mood.
yes those elements are meant to be like scaffolding showing that the wall is always being built and repaired. they were not meant to affect gameplay at all, more along the lines of setting the mood.
Have it so that the part that crosses the play field is a separate object that you can turn transparent when either of the characters are near it (but becomes solid when they aren’t).