Ask me a question about fighting game design

we don’t need to give people any more reason than they already have to jack off publicly in an arcade

Why can’t I stop playing Jojo’s

It is an addiction even if you stop playing you’ll always have the want to play.

I can confirm this

WHOA WHAT GAME IS THAT?

Rage of the Dragons

Edit: Game Play
[media=youtube]V4ktgpwHF0E[/media]

This was actually a strategy people would use in cvs2 on XBL. They would either edit characters to mimic a stages color scheme or edit them to look red so that in K-groove you couldn’t tell if they were raged. It wasn’t that big of a deal tho.

No. I’ve worked on things tangentially related to fighting games.

Because that would break expectations unless done in a way that’s universally acceptable. Capcom could take a huge risk and not put in 6 normal buttons, and replace a button with a special button or something, but I doubt that’ll happen since that’s likely “too risky”.

  1. You can charge money for palettes usually. Probably the easiest source of income ever. It’s possible to make textures with modifiable colors, but people will make some ugly looking stuff. The SFxT route is actually pretty good IMO. It’s definitely not impossible to have a wide variety of selectable palettes in a 3d game. In a 2d game it’s pretty easy. Basically there’s no excuse except developer laziness or monetization purposes.
  2. I’m not sure here. I’ve basically never touched sound design and have very limited interaction with console development.

Mostly due to characters and how hard it is to get a copy if you have limited exposure to it. Ancient graphics don’t help.

Sorry! I want to keep things private. I hope my answers speak for themselves.

This depends on the company! Feedback is important to developers. What you won’t see is that a lot of major developers do focus testing. For example, some companies REALLY dig into what the community is saying, but this is WAY more common in games with live development (mostly PC games). From what I can gather, Capcom did listen to the community on Marvel 3 based on the changes made in development. I can’t speak for Capcom, Netherrealm or anyone really, but Reverge Labs really listened to the community IMO. Community feedback IS good, because there are things not everyone can see, and when you look at your own game forever, it’s very easy to miss something or think something is intuitive or good when it’s not, since you understand all of the under the hood stuff.

Continued…

Hol horse is boss.

IDK.

Sorry for the delayed replies, the thread bugged out or something and it seems to be fixed.

Most of this stuff isn’t strictly design related though. I’m more knowledgeable on mechanics and creative design stuff.

You’re damn right he is

From your experience, does OpenGL handle 2D faster than DirectX? Or is there another utility that you prefer?

Thanks for the help!

Wow way to kill any credibility you had

Isn’t that a reason we limit certain color types in the palette editor rather than dispel it completely? I know some of us have issues with color but I was cool with cvs 2’s palette manipulation.

For palettes? It’s fine. SFxT does many things wrong, the way they handle palette selection is totally fine.

This is development, not design.

Yes! This a great way of handling it, which is why i suggested the SFxT model as a good one. No weird impossible to see colors, the ability to limit a bunch of the same color, and it stops people from choosing puke green on magenta levels of ugliness (as much as -I- love to do that). Palette choice being a set of limited options is the best thing to do, and character customization IMO adds more user retention to any game.

As long as you give the player good colors to choose from, I think this is the best way of handling things!

I also think it’s less overwhelming. WIth CvS2 you have to select every color instead of like, a color “type” for each slot, making it a bigger pain in the butt. That said the CvS2 route gives you a few more options the SFxT one doesn’t, but then it makes the art style look inconsistent since the shading choice in capcom games is very deliberate with how they hue shift in darker tones.

True, That can keep my interest, Problem being that in games with restricted amount of colors, what I may find acceptable as a palette so could others. I’ve always hated the idea of losing out on my favorite color because I ran into another player that would get to it seconds before me. Pretty much why I just have to push for customization. regardless of all the tasteless things people will create.

Having a limited color selection leads to another problem people creating similar palettes.

While I understand that stance, It doesn’t bother me much because I can keep track of myself just fine, not to mention in SFxTK there are icons that can be activated to rest upon your controlled character.

As long as I can have the color selection that I want.

KoF 13 did it first, but there is still better ways of doing it like in Tobal 2.

Am I the only one that thought of that episode of Fighterpedia (SF vs MK) where Woolie and Matt decide to try to design the game and Matt comes prepared with a box of crayons and markers?

Okay, real fighting game design questions:

#1: How strong do you believe should oki be? A lot of people seem to feel that after a knockdown (which came from damage) they are additionally entitled to extremely strong “you MUST block my stuff” oki.
#2: Do you feel that high damage output increases or decreases the chance of the more skilled player winning?