I'm making an indie fighting game with Unity. What should I avoid?

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sanghelle56

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#1 sanghelle56
Member since 2017 • 499 Posts

I can imagine there's plenty of people who resort to making their own video games with software like Unity, I myself am among them.

Companies like Capcom are arguably the gods of this sub-genre. But what are some frequently used bad aspects of anime fighting games like Street Fighter, Tekken or even the Dragon Ball games? I can name a few:

- Lack of non-human fighters to select

- Lack of infusing realism in the graphics to blend with the anime-ish style

- The demographics of these games are often teenage bullies. I'm not even joking.

Case in point, I'm working on an indie fighting game on my own. I don't care if it doesn't look like anime, but what are some things that major studios get wrong that I could shockingly right?

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henrythefifth

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#2 henrythefifth
Member since 2016 • 2502 Posts

juggling?

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outworld222

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#3 outworld222
Member since 2004 • 4204 Posts

Well, you could work on a perry system. Also, alignment is very important. Don't have your background images uneven.

Hit detection. I know this is a hard one. But you want them to be accurate.

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pook99

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#4  Edited By pook99
Member since 2014 • 915 Posts

Balance and not having overly powerful combos that take off 60%+ off in life are 2 things that most companies not named Capcom get wrong on a consistent basis.

The other thing is creating characters that are unique and fun to play, you don't want to create a game that just has street fighter characters and movesets that look different.

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RSM-HQ

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#5 RSM-HQ
Member since 2009 • 11664 Posts

@sanghelle56: Avoid giving your characters in the roster the same figures, one of the reason why the big fighters stand out is because they don't go for the generic proportions seen in lesser known fighters.

All shapes and all sizes shows diversity and expands on overall appeal.

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nethernova

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#6 nethernova
Member since 2008 • 5721 Posts

Don't underestimate the importance of boob physics.

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Valgaav_219

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#7 Valgaav_219
Member since 2017 • 3129 Posts

@nethernova said:

Don't underestimate the importance of boob physics.

^^^^^LMAO^^^^^

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VFighter

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#8 VFighter
Member since 2016 • 11031 Posts

@sanghelle56: The demographic for these games are teenage bullies, wtf?!?

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judaspete

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#9 judaspete
Member since 2005 • 7244 Posts

Don't forget about defense. Things like the parry in Street Fighter 3 or the dodge roll in King of Fighters. I like a game that gives me more than just duck, block, or jump to avoid attacks. Samurai Shodown 3 gets flak for it's technical shortcomings, but it's still my favorite entry because of all the dodge manuvers like "Evasive Sidestep", "Position Switch", and "Weapon Repel".

@nethernova said:

Don't underestimate the importance of boob physics.

DOA gets a lot of well deserved laughs for this, but it's also one of the few 3D fighting games that puts much thought into their counter system. Avoids Tekken's ridiculous juggle combos.

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Starshine_M2A2

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#10 Starshine_M2A2
Member since 2006 • 5593 Posts

As long as it functions, you've accomplished something. Most of the unity games I've seen have been broken, messy abominations.