mrmixer
only worked on a 3d fighting game prototype (com/quote]bat was not limited to a 2d plane) that did none of those solutions (hits were "character state" + distance based) and it was very bad. So don't take what I say as a fact.
Hi Simon,
Have you worked previously programming in different genres too?
I have started looking in to creating a (basic) fighting game mechanics and it really seems to be a very specialized niche.
Compared to the basics on other genres (i.e. platform, 3rd/1st person shooter, isometric), the amount of work
and considerations to get things right is considerable.
Just talking about the basics. What's your opinion regarding its complexity?
I found this presentation that covers lots of the basics
Fighting Mechanics
Have you found any good resources (book, or online material) about the specifics on fighting games so far?
Thanks!