No.Have you developed games anywhere before? How's your artistic ability? Experience with 3D modeling or line art? Do you have software engineering experience? Are you aware of iterative design (you're going to need to be)?
I've been dabbling in more serious game dev for a bit now, and it's just as hard as I expected.
No.
Good, in my personal opinion. I do illustration work as a job.
Line art yes, 3d no.
No, but that's what I'm attempting to learn.
Yes, I'm aware of interative design.
Yes
Lots, but main ones are Guilty Gear, Vampire Savior, and UNIST
I do want to have neutral be a focus but not the main thing. Oki won't be absent I can assure you.Also, remove setplay and oki. Only neutral if you wanna compete with the big boys of FGs.
Why do you say that?Thanks for telling us. Now you'll have less motivation to ever finish it.
Please don't take this the wrong way, but you're trying to learn coding, modelling and animating all at the same time. I'd start with something much simpler first and then keep going.
I guess that makes sense, and I'll take you advice on seeking help.
Anyway, you're already trying way too much. Being a jack-of-all-trades is no good. It takes many years to become proficient in any aspect of gamedev. Focus on one of these, hire people to help you out with the rest.
This is oddly specificPlease make a character with rocket hands or throwing knives with a return/boomerang mechanic. Best wishes
Their viewpoints make sense, there have been plenty of projects start and not go anywhere.Some negative mofos in this thread, Christ almighty
Good on you, Kalmakov! Looking forward to seeing your progress! :D
are there shortcuts to make special moves? Like pressing rb for ki blasts(rival schools let you use RBor RT for special burning vigor attacks)Fighting games have been a big part of my life for the last decade or so, for better or worse. I've attended locals just about every other week for the last three years or so, made some of my best friends there, and I've played a ton of games. During all of this time, I've always brainstormed several ideas of what I would do if I were to make a fighting game. Well, starting yesterday, I've started to put some of those ideas to paper and learning how to implement them. I started learning unreal engine 4 and I've been watching a ton of tutorials on how to use it and how to properly code. I'm more than aware that this is a massive undertaking, fighting games are super hard to develop after all, but it's something I want to do.
I'm making a thread on this because I feel like putting it out there that I am working on a fighter will help keep me focused and committed, as I will now have to meet an expectation I have set for myself.
I don't want to divulge too much on the game as anything is subject to change, but I'd be happy to answer any questions anyone may have. As I develop the game, I'll share updates on this thread.
This all really helps a lot, thanks!If you've never programmed a large project before, I'd really recommend starting with some smaller project first, before going into the fighting game. Something like a super simple Bejeweled clone, or a very basic 2D platformer. Or even just a super simple fighter on the level of Divekick or those NES karate fighting games or something.
As a beginner, you're pretty likely to mess things up to the point you'll feel like starting over, and realizing you've fucked up on a small project is much better than doing it on your dream game. My first "real" coding project taught me way more than years of college in terms of how to actually write code. Plus, it'll get you some perspective on just how demanding solo game-dev can be, so that if you give up you'll at least have something to show for it.
Also, just in case your tutorials don't cover this (because I know a lot don't), make sure you:
1. Use a version control system (like git) along with a web host (like Github or Bitbucket). Not only does this give you online backups so you never lose your code, but it also lets you define what are basically code "checkpoints". So that whenever something breaks (and it very likely will), you can easily check what you changed since the last working version, or as a last resort just delete all of these changes to get back to the last working version.
2. Write tests. No one likes doing it, but everyone at some point in the project wishes they did. It will make your life a thousand times easier when working on such a large project.
If you're going to actually code things instead of just using Unreal blueprints, I'd also recommend maybe checking out Unity (or even Game Maker if you're doing 2d stuff). Unreal Engine uses C++ for the code part, and that's pretty much the worst language for a beginner to use in my opinion. It just gives you too many options to break things, and has a ton of hidden complexity that's hard to grasp even for more experienced programmers.
☝Maybe do small small small scale personal projects before tackling something like a fighting game. Even a game like Footsies is a huge undertaking if you're new to gamedev.
Then again, even if you don't complete this game you'll learn a shitload and having the motivation is the most important part.
Nopeare there shortcuts to make special moves? Like pressing rb for ki blasts(rival schools let you use RBor RT for special burning vigor attacks)
Then again, even if you don't complete this game you'll learn a shitload and having the motivation is the most important part.
No
Well, what would you like me to show? I do have some concept art.I thought OP had something to show, this is more of a "I want to make a game".
I don't expect to make the best game I could make right off the bat, I'm more than ready to fail over and over.I also wish you luck, but I need to stress, there's some GOOD advice already on this page. Don't try to create your magnum opus without failling sometimes (actually, lot of times, but I'm trying to keep things positive here)...
If you truly value the learning process then you should try to learn the right way. Start with small, easily manageable solo projects that can be completed in short time frames.This. People can be pretty negative but if you go into it with the mindset that the learning process is more important then delivering a professional quality game, you can't fail.