How To Create The Perfect Fighting Game: A Guide for Developers
The fighting game covered in this course is the real deal, created and published on Google Play store. So for the best teaching results i'll recreate it again while recording and explaining exactly what I am doing.
You will learn by watching the videos and following along at your own pace, pausing when needed. Some of the videos will have a resource box where you'll be able do access or download the corresponding plugins or assets.
Section 1: Why You Need To Create The Perfect Fighting Game
Game type: Real Time Strategy/Fighting/Brawler
Training Mode: Sit down 2 – 10 hours
Real Time Strategy
Real Time Strategy is the main focus of the course. You will see a lot of interesting techniques used to play the game and to make it fun and interesting. The main focus of the course is to see how to build a fighting game from scratch.
Real Time Strategy has various means to generate random objects and simulate battles with your own design. The way I'll teach you to build a fighting game using this engine is basically by trying to reach the best results in all of those methodologies. But mostly they will involve working on selecting the right AI's for the players.
Setting Up the Project
i’ll cover how to run the project in the previous part. I’ll also cover each stage in great detail.
The Installing Games
Looking At Your Controllers
Making Adjustments
For each of the three cases, I’ll discuss some essential stuff you might not be used to, such as turning on Screen Resolution, Smartglass, HUD, invert the angle of the touchpad, or use custom keybindings, whatever.
Basic Fighting Game Controls
X-Axis: The fighting game is won when your opponent is in the air, unable to punch, kick, block or melee in any way. Your game winning move should always be to grab the attacker as soon as they begin to fly up in the air. They may attempt to dropkick you out of the air, they may attempt to roll you into another direction, they may try to airborne combo you into submission.
Victory animation should look like this:
Death animation looks like this:
Starting Area: The basic starting area is your home base which is referred to as your Tiny Area (Shogi). This Tiny Area is where your character starts to attack and where you can perform tag combos.
Basic Animation
Combining Animation and Graphics
I have collected all the essential assets you'll need, which you can see here
Here is the rest of the asset list for the Level 1 Characters:
I'm also working on an interactive version of the course with exercises that can be performed and experimented with on both mobile and PC.
All Level 1 assets (including the paintings) by Erik Wiese.
Enemies and Level Design
One of the important things you will learn in this course is what you need to create unique enemy types. As you know, the real essence of a fighting game is to be able to encounter a never seen enemy type and be able to beat them. How to generate that feeling of wow with new enemies is the core of any fighting game. I'll show you how to do that.
Champion Characters
I will show you what goes into creating a unique character design, how to deal with the texture and feel of it, how to pick characters that fit the theme and what the limitations are for each character.
Conclusion
I hope this will help you in creating fighting games or just a fighting game that you can build off your own.
Best of luck and thanks for your attention,
Many people have enjoyed my courses or training videos. For a complete list please check my work history. I have trained and mentored top notch game devs since 2008. Check out my portfolio and work here: www.creatinggameplay.com
fundamentals.play.dae
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