Why am I not making a fighting game?

There is more than just Mugen though. Sure it’s well documented that doesn’t detract that you can’t get rid off that make people instantly know it’s Mugen even if you don’t announce it was Mugen you used. Like the janky ass camera.

I got the perfect game Idea

cvs2
take out roll cancel and some shitty characters
add about 10 new characters(5 from each side)
leave the engine, grooves, hit boxes
call it cvs3
profit?

MAKE IT AND SEND ME THE CHECK FOR THE IDEA

no one is going to play it 1 month later when marvel 4 comes out.

Nah this is the perfect time to do it since Disney seems hellbent on killing the mvc franchise. What we really need to look out for is their own in house developed MvSTP (Marvel vs Shitty Teenage Popstars).

Miley gonna be top tier anchor in that game thanks to dark phoenix twerkass Miley.

I’m making a fighting game. I’m an Idiot for doing so but that’s because of the nature of the games industry right now. Its not the best environment for creativity and anything not catered to absolute idiots or people who don’t appreciate games (just graphics) is not going to succeed because it either wont get funded or it wont get advertising or some sort of corner cutting is gonna happen in the budget and the whole game gets blamed instead of poor management. It’s also hard telling how a new fighting game would do in todays environment the only new IP that has had major backing in the last decade or so is Injustice and really that’s not a new IP its piggy backing off another VERY well established fanbase theres been like 8-9 tekken games 9 mk’s 2 dozen street fighters and street fighter revisions VF is in its 5th iteration and second release of that iteration at that currently. There really are no numbers for execs to go off of theres no template for how to handle the marketing other than “Nostalgia YEAH”. Just look at KI if you don’t think that people have the nostalgia goggles on when getting hype over that turd (opinion I know) you have another thing coming and were talking gen pop not srk illuminati here, the civilians because that’s what its about.

I’m not goiong to talk design specifics of my game but here are a few of the essential directives in the design doc

-Cross platform multiplayer, important for a fighter because the essential game mode is pvp bigger playerbase = more people getting more matches easier. There are other things in the gameplay mechanics that will make it playable on touch devices which is important they are already reaching ps3 level graphics this year another 2 and they will be shitting on this current next gen wave. the install base is going to be spread out more than ever.

-Episodic content long term support plan, again important because people like to buy their games in segments. I don’t like it but its what everyone else does. Its also pretty profitable so characters story arcs etc will be released steadily. This also helps keep things changing in the meta. Balance is not the issue in modern day fighters its the issue of people being familiar with games like lol and wow where every couple weeks to a month things get changed up and if you look at these changes as a whole after a while once balancing is done at the level where it matter mostly whats getting reworked is trivial. Intermediate level players love change even if they hate it because now instead of owning their failures they can blame changes that really don’t affect their losses.

-Single player/ co-op content, fighting games have always faced the issue of having little to no perceived value outside of the pvp realm. So we got dat.

all in all making a fighting game that is going to compete with todays crazy numbers requires a lot more work and a different approach than most games.

Sounds like putting the cart before the horse. Cross-platform whatchamacallit and business models are cool and all but there’s no indication you’ve got even the basic skeleton of an actual game. Have you even got a team?

Yes there is a team

We have marketing people and they have their whole plan. This is why I wont even go as far as to state the name of the project at this point in time.

Its quite opposite from putting the cart before the horse. Good development requires you to lay these types of things out ahead of time, lets use the cross platform example, if you want to do this you absolutely have to put this as a priority you have to find a selection of engines that support multiple platforms what sort of netplay infastructures you can use that allow crossplatform play, how much resources do they use, whats the weakest platform you will support, and really theres even more to look into before you even start making meshes or even nail down your finalized art style because that’s all dependant on the amount of poly’s you can use.

Capcom hasn’t done multi-plat mp, and they fuckup same-plat netcode all the time. MikeZ doesn’t even have SG multi-plat.

Do you have a feasible strategy for this? Also, having marketting people isn’t what we’re looking for. This thread is about making a game, an indie game. Not some AAA garbage where 60%-70% of the budget goes to a marketting team.

When someone asks, “do you have a team” they damn-well don’t mean “do you have a marketting team”

Topped off with your post being nothing but buzzwords without more than, “no I can’t show you anything because reasons” and you’ve got a big-ol’ cow-pie setup.

You’re also acting like poly-count defines style, you can be sure that concept art, graphical style, UI design, all this shit doesn’t give a fuck about poly-count. Especially in today’s magical christmasland of poly-count galore.

I do wonder how far you could take the multi-plat thing. Don’t the different consoles use different coding libraries? Otherwise Capcom REALLY fucked up when they said SFxT couln’t run offline co-op on the 360.

Capcom has done cross platform on one of the Lost Planet games. It was one of the perks for using the horrible Games for Windows set up.

Cross platform due to licensing is only available for pc and one other of the console that you chose and then you have to hope they approve of it recognize it could work else not happening. Also, Sony and Microsoft isn’t going allow actual multiplier between their two services.

Reason Skull Girls isn’t cross platform was sony didn’t recognize ggpo as a possible netcode for it.

Xbox uses DirectX, (hence the name DirectXbox) while sony uses a heavily modified and tooled-up opengl.

Capcom is stupid and doesn’t know how to properly port xbox games to ps3 hence why capcom fighters are better on xbox, despite every other fighting game running perfectly on the ps3.

Fun fact, steam box is opengl based, but it doesn’t have all the money sony sunk into it to make it competitive, it’s why linux gaming is ass.

Also the libraries each game is running in shouldn’t matter, because so long as the packets are sent+recieved+processed all according to standards, the games can talk to each other.

As previously mentioned, it’s a licensing sham, where microsoft doesn’t want you to play with sony people, because they rather the sony people buy an xbox to play with you.

Almost! There’s one more caveat, processor differences leading to things like floating point divergence. In other words some calculations, although seemingly identical, will give subtly different results on different consoles, leading to desyncs that are hard and very unintuitive to track down. Of course once you know it’s happening there’s methodologies for dealing with it (pretty much mandatory for PC games) but it’s also a much simpler option to just ditch cross-platform networking and have your netcode magically work without any special measures.

Making good games,high level games is not easy and takes a long time.

I am going to make one vector 2d adventure game and one 3d fighter.
Animating 3d models is ALOT faster with equipment like kinect mocap(saves a lot of money) and hand tweaking in blender.
Its MUCH easier now because of tools like UDK,unity,(drawn)image-to-3d mesh software,3ds or blender,kinect mocap, various enviromental editors(like the one in cryengine 2 that you can export),pre-made 3d models for sale, specialized libs and others.
There is a lot of tools that make your job MUCH easier and less time consuming.

The more decent skills you have the better. But don’t expect to be programming the next best shader or make a GT5,Black Ops or Halo 4 in your offtime.
Without a $50m-$150m pay role that is nearly impossible.