Mr.Q!
Well-known member
Well, I am not asking, I am writing this in order to help people put their ideas in order on how I tend to make my games at least, and also others can complement this with their own. This also tells a lot about me and why I don't tend to give my opinion on others' work, because at the end of the day, it's just a matter of tastes...I think?.
1st of all, I might say that the main thing about making a mod, at least for myself, is actually a mixture of: having fun and learn stuff in the process + getting satisfied enough with the final result knowing I did my true best towards my goals with it that will make me go back to play it after finishing it.
I an mod making process, the order I try to do things is:
Some insight about the dev process:
Stage transitions
Stage intros
Enemy behaviour
Different attack strenghts
Specific dropv values for enemies and players falling animations
SFX's
Graphics coherence
Movesets from enemies
Enemy reaction towards players
Custom antigravity values (slightly slower gameplay than usual)
Universal music soundfonts for coherent feeling
No reusing SFX from other projects / universal good quality for SFX's
These points I made are also something that make me almost not watching others project, because most of these things are the stuff that gives a project the most important thing for me when I make them: Stuff that I trully and honestly like despite being done by me (sounds weird but it isn't) and also replay value. Most of the current projects don't pay much attention to all of these poinst and seem like clone projects, which might not be something really bad, but hey, we all could do better, yes. I don't tend to criticize other games, but I do take a look at these things, and sadly, not many people pay attention to these.
You know, you can have some transitions between the title screen and the character select screen, without the use of script, and already have a feeling like a cool commercial game. That's also one of my goals, and also people outside the scene tends to look at.
My current project, Fight Forever, doesn't have its name just because it's kinda catchy. If things go alright with it, it could be the most fun game to play overall due to its replay value & 'fast fun' factor.
Would be good to read others' takes on these points and what makes a mod appealing enough for you to try it.
1st of all, I might say that the main thing about making a mod, at least for myself, is actually a mixture of: having fun and learn stuff in the process + getting satisfied enough with the final result knowing I did my true best towards my goals with it that will make me go back to play it after finishing it.
I an mod making process, the order I try to do things is:
- Making a short stage/training stage.
- Making a functional playable character.
- Making an enemy (just one, no need to make another for now).
- Making the rest of the playable characters, and doing adjustments to the enemy I created (pain, fall & death animations)
- Making one boss so I can add special pain, fall and death animations if any.
- Making the game items & obstacles.
- Making all enemies and bosses.
- Making all stages.
- Making transitions and cutscenes/ending.
Some insight about the dev process:
- Making a short stage/training stage: I find pretty usefull having a square shaped box stage with custom walls so it can tell me about my combos structure, bugs with scripted slams & throws, testing pain fall and death animations on enemies and bosses, and overall mechanics.
- Making a functional playable character: 1st I try making his default moveset & normal FFight/SOR type chain using the default attack button, then I try making his specials, super arts and whatever fancy thing you want to add, taking care of also using different attack(#)s so I can set up different specific death(#)s on enemies and bosses. Some people sometimes don't like the fact that playable characters in my games having a hundred moves and combos to learn haha but hey, to each his/her own and the more the better. At the end of the day, it's you who's pressing dem buttons, right? So the more options a player has to play the game, the better, I think. Of course, paying attention to properly adjusted offsets so the animations look ok is a must. Also, adjusting proper hitpause on all attacks should be done in order to feel the hits when they connect and not feeling like you are hitting air. I would also recommend having different hitfx's for punches and kicks, and their strenghts as well, because having the engine to distortion the used hitfx according to the damage it does is just plain wrong. It's pretty useful to set all moves use the same offset, it would make the character dev process go faster.
- Making an enemy (just one, no need to make another for now): This will help you adjusting different dropv values for proper juggling, setting up the slams & throws if any, interactions between obstacles when done so you can spawn them in the training room, custom pain & death animations according the attacks from playable characters, etc.
- Making the rest of the playable characters, and doing adjustments to the enemy I created (pain, fall & death animations): After making the 1st playable, making all others seem so easy and quick to do, it's like each character gives you more and more experience to deal with new stuff flike custom slams or new special moves, faster than before. In my last games, I use different attack(#)s to set up spectacular bosses death animations depending on who defeats him/her and using a special move or super art, just as a way to make things look better and different, to have that satisfactory feeling after a boss defeat. I think it's important, makes you game different, more better built, and it also gives it more replay value. This means you will have many many attack(#) at the end of the process, so I also keep track of those in a notepad, because it's pretty easy to forget about them, and it will be useful for the next step in development.
- Making one boss so I can add special pain, fall and death animations if any: Time to test those custom death animations and giving them a cool attack pattern, finding a balance between cheapness and vulnerable spots here and there.
- Making the game items & obstacles: Pretty self explanatory. A cool twist would be making some obstacles having platform values so you can try some moves above them with enemies.
- Making all enemies and bosses: Just like the playable characters, but even quicker. Setting up specific death animations is so fun actually, you can have almost all enemies behaving different according the attack they receive, makes the game more unique and 'alive' due to the amount of detail give to everything. Also, using a universal offset for all of them helps on making the moves faster. You can make different enemy categories and just making slight adjustments to their bboxes as well. remember to set different AI movement so they approach the players in cool ways. You can set up riseattacks that don't have to hit players at all, you can just make them to jump forward without any bbox to avoid getting hit by your meaty attacks, and in the same way, they can have attacks that are just about movement and placement so they don't get grouped easily by players trying to take them all with a single attack chain.
- Making all stages: In my early dev years, I used to try replicating other games stages exaclty as they are and call it a day. Now I can see things different and having npc's, weather elements, trees, birds, etc, eveyrthing that makes the stage feel more a real place is always welcome. You can even have some interactions with the stage elements and make some funny scenarios, or even easter eggs.
- Making transitions and cutscenes/ending: You can even have no cutscenes in the game and just cool stage transitions to have an arcade feeling in the game. Sometimes i had so much stress making cool cutscenes and then when I watch gameplays from others they just skip through them, it's kinda depressing haha. Sometimes you just have to make them, it depends on the game I think. In my UDD project, I wanted to have the most rich DDragon game in terms of content that will ever exist, that was the goal, at least, but in my current one, Fight Forever, almost the entire game will be just about gameplay and no cutscenes until the final part. Stages intro are also cool for telling a story of the stage you are going to.
Stage transitions
Stage intros
Enemy behaviour
Different attack strenghts
Specific dropv values for enemies and players falling animations
SFX's
Graphics coherence
Movesets from enemies
Enemy reaction towards players
Custom antigravity values (slightly slower gameplay than usual)
Universal music soundfonts for coherent feeling
No reusing SFX from other projects / universal good quality for SFX's
These points I made are also something that make me almost not watching others project, because most of these things are the stuff that gives a project the most important thing for me when I make them: Stuff that I trully and honestly like despite being done by me (sounds weird but it isn't) and also replay value. Most of the current projects don't pay much attention to all of these poinst and seem like clone projects, which might not be something really bad, but hey, we all could do better, yes. I don't tend to criticize other games, but I do take a look at these things, and sadly, not many people pay attention to these.
You know, you can have some transitions between the title screen and the character select screen, without the use of script, and already have a feeling like a cool commercial game. That's also one of my goals, and also people outside the scene tends to look at.
My current project, Fight Forever, doesn't have its name just because it's kinda catchy. If things go alright with it, it could be the most fun game to play overall due to its replay value & 'fast fun' factor.
Would be good to read others' takes on these points and what makes a mod appealing enough for you to try it.
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