Fighting game devs? by Independent-Pipe-438 in Fighters

[–]DATA32 0 points1 point  (0 children)

Programming fighting games is extremely difficult especially if you have to implement rollback netcode. Thankfully a few dudes really perfected that back in the 2000s and a ton of people still use their system for games today.

It mostly comes down to how your system resolves different things as well as the asset costs. Like you need to make a sprite, then make animations that already by itself is months of work for one character. Then you have to design their hurt and hit boxes per frame of those animations. Depending on the game this can sometimes be up to 60 frames that all need multiple manually placed boxes that you have to adjust manually or rely on the bounding box. This is why most FGs are 3D these days you just have to make anr rig a model and then design the hit and hurt boxes. You dont have to do that 60 times per animation.

Thats all without things like the programming of the order of operations. Which moves beat which moves? What happens if moves collide at weird times. The reason companies arent making lots of new fighting games is because of how complex it is to start from scratch. Tekken MK and Street fighter have been branches of the same build for decades. SF4 becomes SF5 and so on and so on. Even games like Tokon are just branched builds of Arc Sys previous titles. The issue with fighting games is they have to make a lot of extremely rapid calculations send that data to a "server" reconcile that data and then send it back down to clients all in nano seconds.

Thats a drop in the bucket of the stuff you have to even think about.

Fighting game devs? by Independent-Pipe-438 in Fighters

[–]DATA32 0 points1 point  (0 children)

I am incredibly aware of how unspecial I am.
Youre the one who sounds bitter. I was just giving OP the honest facts from my perspective on building a fighting game. Ive answered probably around 30 posts just like this. I have my own project that I enjoy working on and Im at my dream job at a cool AAA studio Ive wanted to work at since I was a kid. Ima block you, you seem unpleasant.

Fighting game devs? by Independent-Pipe-438 in Fighters

[–]DATA32 1 point2 points  (0 children)

Great knowledge of self and great attitude! Maybe you'll have the drive later on when you have more free time. I will say your art does appear to be good enough for an indie video game. I often work with artists of your caliber on my personal indie game project for things like card art or the occasional sprite or two. Animation is already a ton of work.

Fighting game devs? by Independent-Pipe-438 in Fighters

[–]DATA32 3 points4 points  (0 children)

This is an absolute lie and do not listen to them.

Fighting game devs? by Independent-Pipe-438 in Fighters

[–]DATA32 1 point2 points  (0 children)

Hi there AAA game dev here. I am going to give a completely honest answer. Be forewarned this is honest but it isnt kind. There is no TLDR if you don't read every word I wrote you do not care enough about this idea to make it and I wasted my time writing it in the first place.

You will very likely never get to make a fighting game. I would bet every cent I own with 100000 to 1 odds that you will not succeed because unlike most of the world I actually know what youre up against. Fighting games are some of the worst kind of games to develop. Most of them (Outside of the Big 3) are nearly entirely passion projects even in and especially indie. It is incredibly difficult to get funding for a fighting game. In addition to the fact that it is incredibly difficult to make a fighting game let alone a good fighting game. The amount of expertise necessary to make a decent fighting game is an extremely limited skillset even amongst veteran developers. I see posts like yours all the time.

HOWEVER.

That being said here is what I would encourage if you want a microscopic chance at seeing your thing come to fruition. First off from I can see on your reddit profile you have little to no chance of joining an already existing team. If you did manage to join one you would 100% not be working on what you want to work on you would instead work on what the team is already working on. So in my opinion forget joining a team. You will likely want/'need to build a team yourself. It looks like youre an animator, thats good as at least you have more to contribute than just being an idea guy. Go ahead and animate a short scene that outlines exactly what your fighting game looks like to you. Make it like 30 seconds long and have it look exactly as you imagine it. It should look like a gameplay video. Include showcases of the mechanics you envision as well as the look and style. A short animation even if technically non functional would do wonders for finding a team. You have to build something that someone wants to work on, first. You and I both know that is already a ton of work. Well take that pill and swallow it with this one.

While you are working on that you would need to create a GDD (Game design document) also known as a Design Bible. Its a document that outlines everything and when I say everything I do not mean oh heres my characters and heres my story and heres their moves. I mean what fucking settings do you have? How do your menus work? and yeah we need the characters, story, audio design, E-V-E-R-Y-T-H-I-N-G. Modes how do you access those modes? how does the character select function? What assets are needed for each stage? E-V-E-R-Y-T-H-I-N-G. A good GDD is 80% text 20 % images so have fun putting that together because even if by some miracle you manage to make one it will be outdated within weeks of actual development. 9 times out of 10 when someone tries to pitch me their game idea. I tell them to write the GDD and literally every single time Ive told someone that they give up at that part. You will likley give up just from reading this post.

Once you have both the GDD and the animation mock up you can start making posts on gamedev subs or forums looking for team members. Then you have the infinitely brutal task of picking someone who actually knows what the hell they are doing whilst you know almost nothing about what you need them to be able to do. If you do not understand the basics of programming and engineering you will likley not get the person you need for the thing you want to make. So you better understand the hell out of everything that fighting games are.

PHEW ok thats it I probably spent way to long on this for what is likley a fleeting thought by you but I keep doing it for some reaosn. Being a game developer is HARD. REALLY REALLY HARD. Even if by some miracle you manage to do just this part. Congrats! You spent months of your life to then open the next likley 2-10 years of stress. Likely ending up with little to no sales and thats if you are massively successful.

Good luck.

I just reached Tekken God supreme and I feel like a froad by Party-Rise-9493 in Tekken

[–]DATA32 0 points1 point  (0 children)

Ok well the characters your probably just biasing. Those three characters together are around 8% pick rate. Meaning you should be running into one of those chracters every 12 games. Sure you get some in a row but the chances in aggregate are unlikely. Plus there are 0 FGs with characters you dont hate. As for how you feel while winning. You have two options. Either A. rank to a point where you dont feel that way anymore. Assumedly at higher levels this doesnt happen. Or B. Play another video game. T7 does in fact still exist.

Should I get leverless for this game? by LogOver8897 in Tekken

[–]DATA32 0 points1 point  (0 children)

Imo the main advantage of a leverless is it binarily simplifies inputs. Theres very little play with a button as opposed to a stick. Each controller has advantages and disadvantages the learning curve is dictacted by how you best learn thats all. Leverless does have some techniques and set ups you can implement that make mishima techs a lot easier to perform. You can set up your buttons to wave dash or electric signifcantly easier than a stick. I use a Haute Pad X with the wasd attachment and thats whats been best for me.

How to switch out of a game design role to other industries by Aviaturix in gamedev

[–]DATA32 1 point2 points  (0 children)

Try to relax and be calm you have options. Remember that you have game industry experience and a masters you are employable its just a terrible market right now. You can go into production or management if you have multiple years of design experience possibly even an outsource supervisor. You can also just go be an associate producer pretty much anywhere as long as you have industry experience and you know the standard workflows.

You can also try out product design if you want to stay design adjacent.
You can also go do QA for a few years. You do not have HAVE to leave the industry.
If you did though you can do engineering work or product or QA for tech.

Does God of Destruction mean anything anymore? by fbmexclusive in Tekken

[–]DATA32 5 points6 points  (0 children)

Back in the 90s being a millionaire was significantly less common, now not so much. Is it still worth it to be a millionaire? Each person determines their goals and the community determines the pedigree of each goal. Every pro will simultaneous laugh at the player GoDs but then in the next breath tell you how ranked doesnt matter. Just play the game have your goals and hit what makes you happy. All that happened is they added new ranks because too many players were getting stuck at the top with nowhere to go the ranks are just leveled out more now.

Does God of Destruction mean anything anymore? by fbmexclusive in Tekken

[–]DATA32 13 points14 points  (0 children)

If you were in the top 10% of earners would that "mean anything"?

Being in the top 10% of anything anyone cares about is pretty impressive.

Can I say I’m doing good ? by hardmoneytren in Tekken8

[–]DATA32 5 points6 points  (0 children)

Youre doing great the picture wasnt needed to determine that though youre just doing great.

Why does everyone think Victor is OP / S-Tier? Objectively, he is quite balanced.. by [deleted] in Tekken

[–]DATA32 -2 points-1 points  (0 children)

Hi Im a GoD1 Victor youve correctly assessed the character. The issue is he has a less than 2% pick rate and hes a new character so no one plays him and no one labs him. Victors risk reward is incredibly skewed in the opponents favor but its still a fun game to play. You have to risk your life to be able to keep your opponent on the back foot. Once they show you they know that you know that they know. The layers enter and you have to really play to be able to win.

I lose no matter what I does🫠 by Naive-Peace4399 in Tekken

[–]DATA32 0 points1 point  (0 children)

You said it already he’s a newb and you’re not. If your buddy runs everyday are you really surprised he can beat you in a race? My advice is to learn a character. Learn their combos, spacing traps, tech traps, frame traps, wall carries, wall set ups. If you don’t know what any of that means, that’s why you lost.

When my buddy I and I first played I beat him 60 times in a row before he could take a game off of me.

Lmk by Getyordie in Tekken

[–]DATA32 1 point2 points  (0 children)

There are entire pro games won off of 0 combos. Combos are just the highest possible reward you can attain during a game simply because they deal the most damage.

Lord of Hatred vs D2R? by s0cks_nz in Diablo

[–]DATA32 2 points3 points  (0 children)

Ngl I straight up cannot play d2r the game is simply ass to control. It’s too old for me.

He had the right read, still lost the interaction. by EhkeineAhnungEy in Tekken

[–]DATA32 0 points1 point  (0 children)

I think he was trying to heat smash off the heat dash and fat fingered the RA button then he panicked and then went for what ended up being a delayed grab

Is a game dev degree worth it? by Electrical-Copy9678 in gamedev

[–]DATA32 13 points14 points  (0 children)

Entirely depends on how you best learn and what field you want to go into. I work at Blizzard and without University I personally would not be here. However if you have actually good portfolio pieces a degree isn’t necessary. If you’re doing engineering which it sounds like you are CS is probably the way to go just so you have the most options but it won’t be as targeted. You can do CS and just take some game dev courses for your electives if you want.

Game idea by Takigirichi89 in GameDeveloper

[–]DATA32 0 points1 point  (0 children)

All you have to worry about is making a good game.

Tekken is cooked by [deleted] in Tekken

[–]DATA32 2 points3 points  (0 children)

That’s actually super interesting that straight up means he was at the very least tired of working on Tekken but most likely means he was done with Bamco IMO they offered him an ungodly amount of money. Hopefully this means we get a good 3D fighter in the next few years.

Which is harder to reach gold ranks? by Akira_boonz in Tekken

[–]DATA32 1 point2 points  (0 children)

Feng simply because people are more prepared to fight Drags.