Then, multiply it for the number of characters. So, either you have a team of talented artists, or this looks awfully complicated. Again, take a look at the excellent The Black Heart : this is a one-man project with fully custom assets and characters, but it took 7 years in the making. Yes, long story short, 3D fighting games like Tekken , Virtua Fighter , and Dead or Alive show less issues — at least, in principle — for a small development team.
For starters, assets are slightly less problematic: You need to build your character models only once and then animate them. Most important of all, you can re-use some animations for more than one character , without having to do that again and again from the beginning!
Surely, Arc System Works know how to make their 3D models look like anime drawings! Enter the dreaded uncanny valley! Have you ever watched Terminator? The first one, I mean.
Raise your hands if you felt like it was moving in an unnatural way, if you felt slightly disturbed by its strange motion pattern. This is what you have to avoid at all costs! In your game, animations play a really important role. If you mess with them, you are out.
Another issue is that players expect more fluidity from a 3D fighting game than from a 2D game. It looks that your character likes skating while remaining perfectly still — which is a no sell. You have to choose between drawing every character frame vs.
You have three distinct categories of fighting games to handle. Yes, three. As a matter of facts, the last item in our list can be merged together with the first one: 2D fighting games and 3D-but-2D offer the same design issues, the only big difference being the way the assets are built. From a more technical point of view, in the 3D-but-2D case you can exploit some characteristics of your 3D models to make your life easier, but this will be covered in a future article.
In a 2D fighting game, players are confined on a plane. This means that the only way to advance is to go forward, and the only way to put distance between you and your opponent is to go backward. Jumping is a key element, as well as moves that interrupt jumps and jump attacks anti-air attacks. If you want to build a game which has lots of aerial play and cool, useful projectile attacks, 2D or 3D-but-2D is definitely the way to go.
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