Let me state my credentials. I will not state who I am or what I’ve worked for, nor my tournament handle. I will state that I have played competitive fighting games for a very long time and have placed top 8 a lot in more than 1 game at multiple regionals. I’m not a top player, but I’m very well versed in the games I play. If there is one genre I know more than any, it is the fighting game genre, down to absolute minute details.
I have also done game design before, some contract work and some company work which I will not disclose, along with independent development. I have had paychecks given to me while I had a variation of the title “Game Designer”.
While this isn’t going to be say, the same level of quality someone like Ed Ma or Seth Killian might give, I want to try and explain a lot about fighting game design and what’s good or bad about it. Game Design is both a subjective and objective field, like many arts, so every answer I give you will not be an absolute, but drawn from my experience and knowledge. I’m also fallible, but I promise that fallibility is more on the grounds of argumentative subjects (I would do x instead of y, but y is also good).
Everyone is welcome to chime in, but please be warned that I would like to avoid arguments. Try not to deconstruct TOO much. Deconstruction and debate are fine, but they might bog down the thread a lot. Try and keep back and forth quick.
With that said, please feel free to ask me a question or opinion.
This is among the worst statements of credentials you could have written. It establishes very close to 0 credibility.
Karnov’s BALLOON is singularly one of the greatest moves in any 2D fighting game, and yet it wasn’t game-breaking at all in its own game. It would be a great move in SF2, it would be a great move in Breakers, it would be a great move in KOF, it would be a great move in 3S, it would be a great move in GG, it would even be a great move in Marvel. Why are we continually denied the greatness of BALLOOOOON by the fighting game designers of the world?
even tho palette editing is a fun novelty, people would probably abuse it by making monochromatic palettes against monochromatic stages (eg. Elena’s 3s stage)
The 1st one can be multiple reasons something like Marvel or Jojo’s games the ip holders don’t want people to go crazy on their creations. There is also the millions of horrible edits that will be created, colors that will blend in the background even edits of same color.
Not to be rude, but why mention your credentials at all if you’re basically going to say “I have credentials, but you aren’t allowed to see them or even hear what they are”
I believe that there are ways to avoid those problems, like only allowing the color on offline play, or allowing them online, but they are only visible locally, or give the option to turn them off when playing online.