Them's Fightin' Herds

Them's Fightin' Herds

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Why aren't there more fighting games with hitbox display options?
It's a great future, but no other games have it. The only other example I can think of is a mod of "Super Smash Bros. Brawl" called "Project M" when you have debug mode enabled.
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Showing 1-7 of 7 comments
Petralicious Aug 9, 2019 @ 6:19am 
Skullgirls which runs on the same engine has this built-in
If we count mods then quite a few FGs have this

Sadly most developers are quite detached from community needs/feedback
(Not these though, Mane6 is doing great!)
Last edited by Petralicious; Aug 9, 2019 @ 6:19am
Fluffal Kyurem Aug 9, 2019 @ 6:27am 
Originally posted by Petralicious:
Skullgirls which runs on the same engine has this built-in
If we count mods then quite a few FGs have this

Sadly most developers are quite detached from community needs/feedback
(Not these though, Mane6 is doing great!)
I've played a little bit of Skullgirls. I never knew it had hitbox display as an option. I always just played FighterZ as my team fighter of choice.
CamTSB  [developer] Aug 9, 2019 @ 6:30am 
There definitely ARE titles that do it, but they're mostly indie titles (like us!) who are more mingled with their community. The thing to keep in mind here is that for the most part, any indie fighting game team is comprised of mostly fighting game players. We want to have a good experience for our players, one that we would want for ourselves as well.
Dogman15 Aug 17, 2019 @ 4:57am 
Weird to think that "mainstream" fighting game development teams aren't "fighting game players". But what do I know? I'm not even really a fan of "fighting" games except for TFH and Super Smash Bros.
Fluffal Kyurem Aug 17, 2019 @ 5:30am 
Originally posted by Dogman15:
Weird to think that "mainstream" fighting game development teams aren't "fighting game players". But what do I know? I'm not even really a fan of "fighting" games except for TFH and Super Smash Bros.
I think that probably has to do with the attack commands not being overly complex. The inputs for Specials are simple and easy to understand compared to something like Street Fighter or Mortal Kombat. The only 2D fighters in my Steam library are TFH and DB FighterZ, both of which have simplified inputs. I also played the Xenoverse and Smash Bros and they are much more forgiving and don't have hard combos like TFH or FighterZ. Instead they have soft combos with Smash Bros having DI and Xenoverse having various ways to act out of hitstun balanced by a stamina system.
Petralicious Aug 17, 2019 @ 4:22pm 
Originally posted by Dogman15:
Weird to think that "mainstream" fighting game development teams aren't "fighting game players". But what do I know? I'm not even really a fan of "fighting" games except for TFH and Super Smash Bros.
Well yeah usually big titles are designed by big(or not) companies that hire software developers and graphic artists to make the actual... stuff for the game.
You know, business people and software/art experts, not necessarily experienced FG players.

Meanwhile an indie dev usually makes their favourite kind of game which is probably what they have the most knowledge and experience in.
Vassago Rain Aug 18, 2019 @ 12:36pm 
It's also one of those things where the developers, as well as the veterans, all go 'well, it's been this way for 15/20/30 years, so why even bother putting this in?' The majority of fightan games have wikis or other community/pro sources that tell you all about this stuff, however, or you can approach one of the veterans, and he'll walk you through it.

Not saying their outlook is good, or healthy, or anything, but that's why they do it the way they do it.
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Date Posted: Aug 9, 2019 @ 6:14am
Posts: 7