Learn how to make a fighting game in unreal 4

Hi Alan, I’m also working on a fighting UE4-powered game, it’s great that this genre is going to be nicely covered. I hope we can all learn stuff together.

This Thursday, May 8th, at 2:00pm EST I will be making an appearance on the weekly Epic Livestream over on the Unreal Engine Twitch TV channel.

I will be sitting in With Whiting and Donaldson to chat a bit about Unreal 4′s Blueprint feature and how it makes game development possible for a much wider audience. We’ll talk about the Unreal Fighting Game in terms of the overarching goals of the project, what has been accomplished thus far, and when the next steps are.

There will also be a full reveal of the future of Unreal Tournament, so it promises to be a pretty big episode!

Yeah im new too.Im also making a fighting game so when you post Mr Alan ill be watching the newist codes.Im learing C++.My self.

Thanks Alan. I’ll be following along too. Good luck at Epic!

PS. You don’t seem to have the Epic tag on your account yet.

Can i hope for a One Must Fall 2097 Remake? I beg you guys. I need it in my Life! One of the best Fighting games that had infinite prevention systems and it was by Epic Megagames back in the day! Bring back the giant Robots! T_T

I’m ecstatic this is happening! I thought that a fighting game framework was way beyond the scope of anything Epic was in a position to provide as sample content.

A word of caution, please take great care when interacting with the competitive fighting game scene. They are…opinionated, and they assume they know a lot more about the technical details of game engines than they really do. Be prepared for them treating every feature you add as a confrontational endorsement of every game that used it.

Anyway I thought it was worth suggesting to everyone this really excellent talk on procedural animation by David Rosen (Wolfire). Fighting games need a huge amount of animation content just for basic gameplay to function. Being able to prototype and balance movesets rapidly based on just a handful of keyframes seems like a godsend for indie devs.

I haven’t started yet with ue4 but I’m currently trying to make a fighting game on unity. I would rather do it here and up my c++ skills. So i’d like to help.

This is great! Really looking forward to this project.

I was thinking, it would be great if we could also add some sort of optional VR support to the fighting game if possible… Maybe similar to how Donaldson did with the Couch Knights UE4 demo. And since you are an “old school fighter fan”, maybe a Mortal Kombat/Street Fighter Style Game, and in the “VR mode” option you can be on the sidelines controlling the characters as if you are at the event. I was thinking a more serious tone like the movie “Blood Sport” in a way, but feels like you are really there?

I think that would be absolutely amazing to mess around with for when the Rift DK2 hits in July.

I’ll be more then happy to assist with doing some animations for ya :smiley:

I agree! I had the same thought. Basically at that point you’re using the headset as a pair of 3D glasses, but why not? I think it could be pretty cool.

There may be some questions to answer, but I definitely want to try it.

  • How much freedom to look around do you provide the player? Will controlling a 3rd person character while head tracking be disorienting? Will we need to lock the VR viewpoint down? How much?
  • What sort of concessions, if any, will have to be made in order to keep performance at an acceptable level for VR? If head tracking is locked down to some extent, is a slightly lower frame rate acceptable?

If it ends up being feasible, I can imagine a number of themes appropriate for for a headset fighting game!

Wonder how it would be if you treated the camera as a spectator in the audience in VR, while the controls are more less 2D kind of like MK9. Could even have it attached to actual spectator NPC/AI that moves around to follow the fighters. Depends on how much freedom of movement you want to support for the characters I guess.

Edit: Or I could read what Haggler2 said, oops. But yeah, a spectator that moves along the sidelines, that lets you pretty much look everywhere, not that you’d want to look away from the fight(maybe you’d have some easter eggs/trigger events to spot?).

Yes I would say like a “spectator” in the audience as the poster above states, almost as if you could imagine being “Shang Tsung” spectating the event from his chair (but still controlling a fighter). With the ability to fully look around the environment in “VR mode”. Perhaps “regular mode” just had your typical camera, and it was only in the VR mode that it switched you to the sidelines.

It could work in third person too, but I agree that it would most likely be disorienting with the camera sliding everywhere. (but maybe this could still be a camera option in the menu) I would not recommend locking the headtracking out in any form as that would definitely cause some motion sickess. I also agree the framerate could be an issue on some machines depending on how detailed this would become. The reddit user eVRydayVR has a great video on optimizing for 60fps on systems struggling with it. https://www…com/watch? I don’t have too much of an issue in UE4 on my mid-range machine personally (except for with the Elemental Demo in VR, and Cave Effects VR mode)

I think if we worked on a feature like this it would blow up on the Oculus subreddit for sure! :wink:

Just a quick status update here:

Following the initial announcement of the fighting game framework, I went to help out on the Vehicle Game Sample Project that will be shipping with Unreal 4.2. But now that is in the bag, I can get back to business on the fighting project.

This past week I’ve been revisiting my original explorations and implementations of the basic movement scheme. Features implemented thus far:

  • Idle/Stance
  • Walking forward
  • Walking backward
  • Jumping (Velocity based length)
  • Jumping (Fixed length, w/ seperate forward/backward lengths)
  • Crouching
  • Guarding (Button based, standing/crouching)
  • Attacking (Standing attack)
  • Reading Joystick position

I began rebuilding the project from scratch in preparation of creating the forth coming tutorial videos, and I have a couple of animations to create in order to get air and crouching attack animations going.

Next week I will be out of town for Nordic Game Conference, so things will be quiet on this front until the week of the 26th.

Hang tight!

Hey! There’s ! I was wonderin what happened to him. Cool. Thanks for the update. Be watchin.

Hey Alan do you mind if I send you a PM? This topic could be very helpful for my team and I wanted to ask you a couple questions if that’s ok?

Yes, this is exactly what I was looking for, I want to make a fighting game so bad, I love them.

Hey folks, was out of town last week. Just getting back into the swing of things.

Go right ahead.

, welcome back, I can’t wait to see what comes from this.

Yes, I’m hoping to create a fighting game as well, but I want to mix it with an RPG element. Think WoW or Oblivion, but with fighting game mechanics. I think it could be if done right