My name is , and I am a recent employee of Epic Games. I was hired on as Developer Relations Technical Artist, which largely means I travel around from game studio to game studio, demoing Unreal 4 and solving any issues folks come across during the course of development.
In order to be super effective at this job, I need to know just about everything there is to know about the engine. Thing is, up until this point in my career, I have not had opportunity to use Unreal in a professional game development context.
What better way to learn how to make a game with Unreal, than to make a game with Unreal?
Upon arriving at Epic, it was suggested that I pick something I was interested in and then start building it. Now, I’ve been out of the fighting game scene for quite some time, but I have long maintained massive appreciation for the genre and community. I have decided that in order to educate myself in the ways of Unreal 4 game development, I am going to start putting together a fighting game frame work.
This seems like something the Unreal dev community might be interested in, and thus here I am. I invite you to come along and help me learn how to make a fighting game in Unreal.
Should be entertaining - when I examined UE4 for an animation-driven game (not a fighter, but required similar animation requirements), I found the animation system to be sorely lacking, though back then even root motion wasn’t working properly, which is no longer the case. It’ll be curious to see how you get around UE4’s animation setup
When you say fighting game you mean something like mortal kombat, street fighter, tekken etc.? in that case I’m super interested!.. however a game like this is pretty much all about the animations so I’m guessing a good animator is what is needed here the most.
True, though I’d argue that fighting games(from a development angle) are all about performance, if a light punch is supposed to take 3 frames, it’s utterly important that on a system of the minimum specs, that it perform in 3 frames…every single time, no exceptions.
Being a single frame off on anything basically makes the game unplayable in a competitive environment(example: evolution, world championships, switched to 360s because in certain situations, the PS3 would be off by a single frame).
I don’t really have a lot of time to contribute right now, but this is something I’m very interested in. I’ve been involved in the competitive fighting game scene for nearly 17 years and can offer any input(or potentially get the devs in contact with people) that’s requested.