Though I’ve never tried to make a fighting game before, balancing aside, it seems like a *relatively *easy task, compared to making other types of games. However, compared to say, a school project, it would be infintiely harder.
The programming side doesn’t worry me too much. Like someone mentioned, I think the biggest trouble is going to be re-writing code when you need to change the way your game is designed. Ideally, you’d want to have your game design set in stone before you start to program it. But this is impractical because it’s very, very hard to figure out the little details and to know whether or not your game will actually be fun when you don’t have any kind of working prototype / work-in-progress to go on. Also, having a prototype to play with helps a lot with your motivation.
A nice perk of programming a fighting game is that there are so few objects in the game that slowdown should be a non-issue and you won’t have to worry about optimizing much of your code. Well, unless your background is too CPU/GPU-intensive (like that one firey stage in TvC), or your programmers just suck (like the guys who made AH2, which can slow down even on arcade hardware from as little as a small particle system). Seriously Examu, PS2 port aside, there’s no excuse for a fighting game with static 2D backgrounds to be lagging modern arcade hardware. :nono:
The artwork… if you’re doing a sprite-based game, good luck: you’re gonna need artists to draw literally hundreds of animation frames. (Unless you’re making another Million Knights Vermillion :razzy:.) Personally, I’d try to do what Capcom did with SF4. From what I’ve seen, animating a 3D model to throw a punch is a LOT less work than drawing the sprites for it.
Balancing the game seems like it’d be the most difficult part. You’d have a LOOOT of variables to tweak – hitboxes, damage, proration, hitstun, pushback, etc. – and you’d have to spend a LOOOT of time playing the game to test out as many possibilities as you can, and to get good enough at your own game that you can tell when something is going to be a problem. Not to mention, there isn’t even a well-defined way to know when a fighting game is going to be balanced. I guess the best you can do is expect to test it and patch it a lot.
Then you have all the other aspects to consider: input-reading, game mechanics, character designs, the story, the CPU opponent AIs, sound effects, music, backgrounds, localization, and so on. Individually, each task might not seem too great, but they’ll all add up to a LOOOT of work, no doubt.