How well would the engine lend itself to a 2D fighter?

Hey, and thanks for reading in advance.

Don’t really have a problem to fix here - just looking for ideas. I’m thinking of launching into a 2D fighter based largely on SF2-Alpha, so I’m trying to get a grasp on what sort of hurdles I might face and how to overcome them. I can do animating and hitboxes well enough, but the biggest hurdles I foresee are:

  1. Stun states. They have to be lightning-quick, but also have to be done by the server.

  2. Knockback (same as above).

  3. Frame data. How do I know what the framerate of an animation is? Is there a way to set events on a frame-by-frame interval?

  4. An extreme emphasis on responsiveness means most of the game’s code will need to be based on the client, which obviously makes security difficult. Even a perfect clone would be prone to cheating.

If anyone’s made an attempt or could wrap their head around potential solutions to each of these issues, I’d be happy to hear them. Thanks!

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