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A Beautiful Design: Street Fighter X Tekken

by Masaki Oyata · 03/09/2012 (12:57 pm) · 3 comments

If you have been reading these you know fighting games is one of my favorite genres and one of the communities that I am active in. So these past few months and months ahead have been amazing in terms of releases. SFxT(Street Fighter X Tekken) came out and I have been play it a lot. Try to learn hard link combos and getting the timing down to some BnB(bread and butter) combos of the characters I am learning.

This got me thinking, I think I want to attempt to design a fighting game at some point. I have a unique perspective, as well as the majority of the community here, that gives me a little insight on how they work. When I play them I think how its done, what are the components that go into it, etc. I do this pretty rapidly and get a general idea of whats going on.

SFxT sparked my increasing interest in design a fighting game that its community will embrace later on down the line.

One thing that I recommend you try if you play them casually try reading up on a character you enjoy playing and start getting more in depth with them. It is very satisfying when you land that combo you have been working on or start winning a lot more. Plus you learn a lot about the game and how it works.

I enjoy experimenting in a new engine and reading up on mixups, glitches, or whatever to give me an edge and to learn more about the game, which in turn, allows me to see a better perspective on how to make a solid and fun game.

The mechanics in SFxT show me some interesting things on how to use some of the features. It has an easy combo system, Assist gems, and chain combos to help the newer players. Which is great, this allows a lower barrier of entry.

One thing I did not like is the Challenge mode that gives you info on combos and characters special moves did not have a metronome to time button presses like you see in Tekken 6 or a demo mode like King of Fighters 13.

I know I haven't talked a lot about the game itself, but its supposed to be more of a reflection of how I think, as a game designer when I play a game.

About the author

I graduated college with two degrees. One in Interactive Digital Media and the other is in Game Development. I have been involved in making two games both which I am proud of. I am working on a game for the iOS platform.


#1
03/10/2012 (5:10 am)
I think that T3D is the development of this game. However, the the T3D need to greatly enhance the implementation of effective and efficient.
#2
03/11/2012 (6:19 am)
Szzg if you are saying it'll be hard on the T3D engine i do not think it would be that hard. I've just added a basic combo system in my RPG engine. If adding a input tracking system that triggers specials I think it would be fun to do.

#3
03/20/2012 (6:53 am)
I'm not the specialist here but have you considered 3D in 2D? For instance there's the 3D to 2D Sprite Generator (Check out the store), and Torque 2D is pretty easy if your building from the platform perspective. Now I not saying for get about Torque3D. By all means choose what's best! I was just throwing my little two cents out there... Can't wait to see what you come out with!