turn it into a real game for a project yo! Talk to Luso, he remixes FFXI music. Combine that and you'll have a hit. Lol.
turn it into a real game for a project yo! Talk to Luso, he remixes FFXI music. Combine that and you'll have a hit. Lol.
It's true that this would be a fine project, as designing a 2D fighter would seem simple on the surface, but balancing and various other issues would require a lot more work.
That said, you do appear to know what you're doing in terms of building a beginner's resume, as a lot of people in the industry got their start in modding and similar things.
When you mention the "Art Institute," which one are you referring to? The Art Institute of Vancouver? There are a lot of fly-by-night diploma mills that won't actually help your career, and I've oft heard that the Art Institute is one. You may be better off pursuing a more traditional degree, such as one in Computer Science, while continuing to build your game design experience on the side.
This is an awesome idea. I'd love to see some more work on it.
I've had a mess around, but I can't really figure out how to do anything on the RDM (the comp is constantly casting with RDM, all I can do is accidently chainspell), so a move list would be helpful! Maybe cut a few of the characters so you can focus on balancing it all?
Moved this from Media, thought more people would like to check it out.
I would play the fuck out of this.
Shantotto's voice made me laugh really hard. I knew exactly who's voice that was as soon as she laughed, and that was the first voice clip.
The MNK and COR animations look legit and smooth, everyone else looks awkward, especially the DRG and Zeid.
Did you just... uh... "steal" a lot of the content from an old Mugen project made by someone else?
This video dates back to 2009 and looks strangely familiar. I'd like to see some more credits here... Movesets, Sprites, a lot of stuff is the same.
The characters are exactly the same, made by the same authors I suspect. I wouldnt necessarily call it stealing, since they're open source and available for download, but yeah, same shit with a different screenpack and different stages. There's even a few characters in mine that werent available in that 2009 release, that I know of. I would have offered credit to the creators in the readme, but I wasn't able to find out who made them. A lot of the .def files that may have had that information were encrypted or unintelligible. Instead I just used the readme to ask anyone who found their art in my game to email me with verification and I'd update the readme to give credit where it's due.
that is the exact video that made me start this project in the first place. I probably would not have done it at all if that game were available for download, but I couldnt find a copy of it, only videos of it on youtube.
Like I've stated in the readme and in earlier posts, I did not create any of the art assets for this game. I simply edited what was out there for use in this project.
You have to understand that it bothers me that nothing of these facts are shown on your Blog post/main page or whatever it is, nor is it mentioned in any of the op posts on Neogaf and wherever else you posted it.
I appreciate your work to throw this stuff together, but the presentation is all wrong in respect to the original creators. Just reading the Blog makes it look like you put a bold name over it and you want to claim all the credit for yourself, even though you tell us otherwise here and somewhere hidden in the readme.
"I threw some stuff together for you" VS "Developed by Soverance Studios", seriously...
As millions already stated, your school was right, and to be honest, I'm quite impressed with them. The average school knows nothing about preparing for entry into the video game industry, and that yours was able to make such an accurate statement is a point in their favor.
Diploma mills like the Art Institute and virtually any other school that offers a "Game Design Degree" will do nothing for you. Any major game development house will just throw it out, or have you start at the bottom, which you could have done without that "degree" if you'd self-trained in programming and created enough personal projects instead.
Although video games have been around for a number of decades now, actual scholastic offerings have yet to catch up. Computer Science and similar degrees are much better.
If it wasn't intentional, it's best that he learns how serious something like this is ahead of time. It's very easy to have something be interpreted as plagiarism and even if he's not making money off of it, omitting credit where it is due is almost always a bad idea.
Though, I'm speaking as someone who's studying in the sciences rather than something more artistic like video game development. You are in really, really big trouble if you don't make sure you cite everything you use as a reference. Whether you are willing to admit to it after you've been exposed doesn't really help your case even if it was an innocent mistake.
Can we have a starcade character in a straightjacket who says everything is cheating with a super where he puts a picture of Debbie Gibson over another character's face?
Ooh and after each match he gets dragged away by popo or GMs..
Yes, my school did very well, persuading me to not do the degree I wanted to do (at a respectable university, not some shitty college) and instead do a degree I didn't want to do, hated, and dropped out.
Truth be told, as I hated computer science, I probably wouldn't have liked computer game design either. But even so, I still regret my university choice.
As you said so yourself, since you discovered that you hated a discipline that major game developers would have taken seriously, you realized that you may not have enjoyed computer game design. There are a lot of 3D artists who encounter similar surprises, as they believe they'll merely have to put together models all day, not realizing the intense amount of mathematics involved, nor the great amount of interaction they'll need to have with every other aspect of game development.
The advice that your school gave you would have ensured faster entry into the workforce, at a higher position, and undoubtedly, at a higher rate of pay. A Game Design degree alone would not do that for you today, not to mention what it would mean some years ago. They are usually broad introductions to the general concept, and a smattering of study in various aspects, but you should be able to accumulate that knowledge without getting a degree in it. As for your specific school, I imagine that they recommended securing the Computer Science degree first, finding a job, and then studying game design in other fashions. That would further pad your academic knowledge while you worked on your real world skills and experience. That is a valid path to success in the video game industry, and it's one that many actual designers have followed.
As it didn't work for you, however, there is something that the school could have done better—although their knowing to get this specific would be very unlikely. They could have asked you what aspect of game design you wanted to work in. Being a programmer is far from the only option. Did you want to do art design, and if so, what kind? Conceptual, models, levels...? If you were going to design other things, what would they be? Functionality? Combat? Quests? Were you going to write? What did you want to write? Dialogue? Depending upon the type of design you wanted to do, you could have taken general art, 3D modeling, architecture, writing, and so on—and, after that, you would need a portfolio to prove your capabilities.
Really, the last paragraph demonstrates why catch-all Game Design degrees aren't generally smiled upon, as there are too many aspects to designing a title that these courses simply can't cover. That's why any major development house will expect not only years of experience, but proof of abilities (e.g., the aforementioned portfolio). If you don't have the foundation upon which to build said experience (e.g., a Computer Science degree if you're going to do the technical components, Art and Animation if you want to do art, and the list goes on), working your way up from the bottom is the best option. Really, even if you do have the foundation, working your way up is a start, and from there, you can begin accumulating the skills to ultimately secure the position you want.
This is the exact comment that was told to me years ago when I was looking into which study would be best. I ended up going with Computer Science and it's almost complete. It's been a rocky road but hopefully I won't regret my choice in the years to come. It does feel comforting hearing this again, thanks!