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move147 May 10, 2017 @ 2:36pm
What would be considered the "Minimum Viable Product" for a Fighting Game?
Hi. I'm not going to give details on my situation for privacy reasons, but I have read that Fighting Games (my favorite genre of games) are immensely difficult to make. I have been watching a lot of Extra Credits recently, and I have learned about the term Minimum Viable Product. I would like to know how that term would be applied to a Fighting Game. Any help is appreciated! Thanks in advance to anyone who responds :)
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Showing 1-4 of 4 comments
◢ k r i s ◤ May 10, 2017 @ 3:04pm 
Probably have two identical characters (reduces chance of imbalance) who can deal damage and take damage. If to be played by one player, an AI to accompany said player. Maybe not focus on how much damage the character can take since dieing (knocking-out / whatever) isn't exactly a key feature on the list of things that appeal to players of fighting games.

I suspect making one of those training/practice rooms with the invincible ragdoll bots or varying-difficulty AI would be the MVP in this case.
move147 May 10, 2017 @ 4:27pm 
Thank you! :D
sitebender May 11, 2017 @ 2:52am 
I dare say the most difficult thing about making a fighting game is the art and animation.

Looking at Steam there are plenty of minimum viable products. One game I've literally cloned in 7 hours including the art.

As for the minimum viable product for a fighting game. 1 punch. In fact why bother having a punch, just make a jump where you stomp? 2 of the same character. Make it multiplayer only. Why bother programming AI?
move147 May 11, 2017 @ 4:02am 
Thanks for the replies, these are definitely going to help me :)
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Showing 1-4 of 4 comments
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Date Posted: May 10, 2017 @ 2:36pm
Posts: 4