Well like I offered, Unity publishes to Android and they specifically have stated that Android apps will work on Ouya. Any Ouya related interface code (like reading controller inputs) is an easy adjustment at a later date and we can test on emulated tegra 3 hardware I believe with the current Android SDK. PC fighting game would never get much love.
Honestly a sprite based game is probably the easiest because of mocap requirements, frame cleaning of mocap, modeling (you need hi-res and low-res for proper bump mapping), etc for 3d. If you have modeler’s familiar with that type of work and access to a texturing program like mudbox then hell ya. Otherwise that’s going to be a rough route.
Warrior is right though, if you want to use someone’s netcode that’s going to cost $$$. A basic peer to peer strategy with minor rollback wouldn’t be a nightmare to hardcode with Unity as they have that type of support readily built in, it’s more the matchmaking and server stuff that is an issue imo. I know a guy who does that kind of stuff for a living and I’ll see if I can get ahold of him, don’t have his number and haven’t talked to him in awhile so I’ll see what’s up. We’d most definitely have to pay him. Also we could give the game a 5 frame buffer or something built-in like BB or SC5 so everyone thinks the netcode is LEETZ when it’s really just having a massive window to not fuck up.
In the end getting out for $0 invested isn’t really possible if you want a quality product so again, how serious is everyone. Show me some art and I’m all up in this, but till then it’s hard to get worked up. Monetary benefit/incentive is basically in the form of a % of any revenue earned which if released for PC would be a whopping $0.
If you create a decent product though a kickstarter for funds to get netcode could be a viable option but if you don’t show a real product a kickstarter isn’t going to do you any good.
A thing about people is that alot of people on these type of project want to get in to help make design decisions and play-test but can’t contribute anything tangible to the production. That doesn’t do you any good for creating a solid project and adding a lot of people like that just increases bureaucratic arguing among the team. Basically wanting to do the good part without contributing any real work, that isn’t very useful. Generally it’s best to make sure any people brought in can code or do some sort of art at some useful level even if it’s just UI components.
I’ve learned by going through these motions before it’s just not worth doing that type of thing. Again show me someone that can make quality static art and I can get that shit animated but without that no reason to even invest time in it.
Rough List of Assets Needed
N = number of characters
- BackGround x N Stages + Animation for any moving background character components (luckily only will need like a dozen frames for these type of animations)
- Character (assume 150 unique frames of animation) x N <- big investment
- Character Icon Art (generally cahracters need other art then just their gameplay animations for display near healthbars etc.)
- Font (we could steal an open source one technically if we found a good looking one)
- UI Components (fairly easy/straightforward to be honest I have components built for other games that I can adapt to work with this stuff in minutes. Also I can do this type of stuff in photoshop easy. Can build a whole working UI with libraries in like 10 min. if we do the conceptual stuff)
- Stage/Character Music
- Particle effects (we can lower overhead by using a tool I created to render particle effect animations to sprite animations)
-other things we probably can’t imagine yet.