This no contest. The only thing worst than this are those “games” Where the “devs” just took assets from the unity store. Tossed it in a blender and called it a game and put it out on Stream Greenlight for dirt cheap and get as much as they can for almost nothing. They were straight up running a scam from jump. At least the guy behind this game actually wanted to release a finish product. To bad he had no idea what the hell he was doing, refused to take advice and criticism from guys like Mike Z who has been there and done that, and acted shady as fuck when things fell apart.
And judging by their Facebook they still winning… Said they pulled death cargo for a new updated version called gorefest or some dumb shit… Promised suckers a game at the end of 2015 and only delivered a trailer for a movie… A fucking movie lol.
tf nigga the death cargo guys made original shit, they were just shat on for stupid as fuck(i’m dumb) and shady business practices with poor gameplay.
at least death cargo stumbled out the door, the beasts fury team had a stupid kind of ego, which sucks to say cuz evil-dog(their programmer) has actually made some pretty fun games before
I actually think that a game like that can be interesting if designed properly with that limitation in mind.
For all the shit that Death Cargo didn’t deliver there was a neat concpet that in the hand of competent people it could lead to something fun to play.
Imagine a game that really forces you to play around with only your gound spacing fundamentals, it could be a new take on 2d fighting games.
Having a team with small experience worked for Battle Fantasia
The game that was going to be the staple for 2.5d fighters
It’s also the first game from Arc System Works to use 3D characters in a 2D battle system, a style many fighting games even Guilty Gear Xrd uses today. That was a big shift from the 2D games you worked on, can you tell us about this too?
In those days, it was the turning point when 2D fighting games were trying to shift to 3D, but no one was able to make that marriage perfect. It was said that incorporating 3D in a 2D versus fighting game was impossible.*
*** We were a team with zero 3D experience, it was difficult to assign to me men who have experience and who entered the company earlier and are older than me. There were gender role issues deeply rooted in Japan. It is considered a shame for a man to work under woman because many people think “men first, ladies second”.***
*** I only had 2D art experience, so I had to buy a 3D textbook to study and to find a way to make a 2.5D basic game format work with a main programmer and a newly-graduate junior artist I found. We treated 3D as just an art style to give expression to a 2D fighting game, and we combined it with 2D techniques from pixel art ages. I have experience as a pixel artist and I’m free from common 3D wisdom. ***
*I discovered that the way we did this was very unorthodox, at least for most 3D graphic experts. Most experts focused too much on consistency and realism.
*
*Some of the unique things we did:
Flip character for real-time rendering:
This was required to improve player’s experience. Normal 3D has different looks for Player 1 and Player 2’s side.
For example, Player 1 shows the front of the character while Player 2 shows the back of the character. I think that players of 2D fighting games memorize the poses and animation of the characters, and often, they focus on the frame details of the character’s movement. I felt that if the characters look different for Player 1 and 2, it would make gameplay stressful.
Unique mask system:
Usually when 3D models hit each other, the parts will intersect. The programmer made a unique mask system to make it have more of a 2D look.
Less motion interpolation:
Motion interpolation was a big benefit of 3D graphics, but I reduced it a lot to make brisk animations and game tempo.
Irrational movement in between animation frame, less recovery animation frame:
I prefer cool and irrational movement than natural “correct” ones. During the age of pixel, we usually don’t make animation frames for recovery to keep the data size small and development time short.
Change body parts size using animation frames, depending on the situation to give the characters a more 2D look.
Having a thick skin should be a requirement for artists who work with funders. >: ( Although, a good work environment is important though, only expect it from those you work with. If people are handing money over to you, you have an obligation to listen to what they have to say.
Saw the Beast Fury situation vid, really disgusted. They really shouldn’t allow people with no track record to lead campaigns. They should have at least two years of experience in game development, animation, or some other aspect related to fighting games.
And he wanted to do a game for fame? Revolting. A person should work on a game because they want to, because it is their aspiration, something THEY want to play. Not a money printer or vanity fair.
Do you think any serious fighting game player was going to invest in a kickstarter fighting game, with no well known players or developers involved? We already have a million and one fighting games with just as many game mechanics. Unless you can prove you’ve got people who know what goes into a good fighting game, smart peeps aren’t gonna fall for that.
Which is why I’m betting this game was mostly funded by furries, which as everyone who pays attention to crowdsourcing knows, have much more money to waste than they do sense.
Psychojosh I kinda like you but you can be a real dummy sometimes, especially in regards to Skullgirl. You seem to have an irrational hate towards this game and especially its creator Mike Z (did he run over your dog or something?). Anyways Skullgirls most assuredly fits the commonly accepted definition of “indie”.
From Mike Z himself:
Mike Z had built the engine over the course of a decade WITHOUT PAY. They built a one character prototype WITHOUT PAY. Only then did they get a publisher, which didn’t even last long. They ended up finishing the game WITHOUT PAY. They did get a small cash infusion with the Indiegogo to finish up the DLC characters but that didn’t cover the previous YEARS OF UNPAID WORK. And I believe now due to the shitty contract they made with Autumn and the bad arrangement with Reverge they aren’t even seeing much of the profits from Skullgirls.