Hi all,
To make a long story short, me and some team mates I have would like to make a 2D fighting game. And a great one.
The project is not just on paper, we’re actually working hard on it for two month now. We hope to finish it for April/May 2013 ( max is october 2013 ).
We do not really need a kickstarter since we’re lucky enough to have the funds and the person we need ( for the moment ). BUT it may be possible that we make this a kickstarter project in order to save us some time and finish the game faster.
The only main problem we could have in the future is online gaming and servers…
I have no background in making video games, but most of the guys I work with have good experiences and they are very at ease with this.
I’m myself in the graphic departement for almost 6 years now.
Nowadays, it’s not really difficult to make great 2D fighting games. That’s what I learned from working with those guys since September. But it’s takes a lot time. Actually, we’re almost able to reproduce engine/system like 3.3 or more refined engine like SF4.
Actually, we’re fixed with the whole game feeling, stages, characters concept, 90% of the moves, sounds, overall feels…
I spent a lot of time reading the forum, I asked a lot of question and I asked some players I respect about some details.
Even if some of you are quite harsch sometime, I respect this community and I think there are really good/smart/constructive people here.
I respect your opinion, and if you want to give me some reflexion of yours, I’ll consider them.
Actually it’s in your best interest to give us some feedback or opinion since the game has good chance to finish in your hand.
We ( I ) can not give you big details about the game, but i can give you some details.
- Game atmosphere = Street/Urban. This means no anime girl, no 14 years old people punching like UFC fighter, no bizarre characters ( No blanka, no Necro/twelve/Oro, no Taokaka ect… )
no weapon, no fireballs, no super sayajin, no godlike power… - Character concepts are pretty realistic BUT the whole graphic style is something anime/colorful oriented.
- I spent a lot of time and effort on the stages, they’re rich and varied, but they’re pretty static and gritty. We tried to avoid getting to much thing on the screen while trying to make them very inspired.
- The game is more something you can find in psn/xbla than big games like SF4AE2012 or KOFXIII. Think of something like ( IN SIZE and contents ) Skullgirls.
- The game will be a 2D fighting game of course, but the graphics will be 3D* ( Like Sf4, MVC3, SFXT… ).
- 8 to 10 characters, each one has **his **own stages.
- Each character has 10 differents fight introductions ( depends on the character he’s facing ).
- Taunts have effects ( Like in 3s and other games ).
- One super per characters, but a powerfull one. No shitty cutscene who last ten minutes.
- Two buttons throw, no airdash, no airblock, no parry or other game breaking mecanics.
- The games engine ended feel a lot like a more refined 3s, but with faster and more powerfull normal moves.
Of course, no comeback system,
- The reason behind 3D graphics is time and work. Sprite are great, but actually, I’m the only one who’s capable to do it in my work team. This might takes me an eternity to do all the thing we need.
Plus we would like to add some costumes for the characters, and that hard work on sprite.
I’ll up date this often, in order to keep in touch with all of you.
We’re actually working on a 1.13 minutes trailer for the game. I’ll post it here first, in one or two month. The game is not ready at all, it isn’t even a beta or an alpha, but we’re able to produce a small movie/trailer about it.