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burningdevil
11-09-2009, 04:59 AM
Is it possible to make a fighting game with UDK?

micahpharoh
11-09-2009, 05:03 AM
You can make almost any game. Do you mean like fps, hand to hand, etc?

burningdevil
11-09-2009, 05:53 AM
yeah like Mortal Kombat or Street Fighter

wildicv
11-09-2009, 09:49 AM
Yup this sorta game is possible but you will have to script out the "Fighting" mechanics.

Solid Snake
11-09-2009, 11:06 AM
It is definately possible. However, you will want to be very careful with how tweening works and whether or not you have enough control over the animations. After all, if the animation play back is going to be awful, then the fighting game will look and feel bad.

In terms of actually getting something like this to work in Unreal Engine, it shouldn't be too much of a problem and you could also create a decent multiplayer fighting game as well.

I admit that it would be kind of cool to see a Streets of Rage or something using the Unreal Engine.

Good luck! (And feel free to email me if you have questions [james.tan@digitalconfectioners.com])

joeGraf
11-09-2009, 07:53 PM
DC versus Mortal Kombat was made with UE3

Conjured
11-09-2009, 11:01 PM
DC versus Mortal Kombat was made with UE3

Dude you just blew my mind!

Mortal Kombat vs. DC Universe (http://en.wikipedia.org/wiki/Mortal_Kombat_vs._DC_Universe)

I was wondering this same thing, and now I know.

Thanks

Edit
Scroll down to see more on this list (http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games).
Now, I'm really freaking out and the reality of the scale of this opportunity is sinking in.

Blade[UG]
11-11-2009, 10:22 PM
Free game idea, that I just don't have the resources to put together myself .. Although I think that someone came out with an MMO with a similar idea recently.. I had the idea a couple months before I heard of the MMO..

Fighting game, ala MK/SF. With RPG style experience levels. Experience levels give you access to new special moves, but don't actually change anything else relative to a newb. Some sort of an online match finding system. Other than that basic idea, pile on every idea and gimmick that you can possibly borrow from every other fighting game out there. Theoretically, although the experience numbers will make you more powerful, you can't just reach the top by attrition alone - you have to actually be better than the other players.

If anyone wants to develop this idea, I'd appreciate at the very least some credit, although I'd be more than happy to work on it, if there were a group of people capable.

Solid Snake
11-12-2009, 01:30 AM
Uuh ideas like this aren't particularly special given that everyone probably had this idea at sometime. Otherwise everyone needs to credit me in their game since I probably came up with their game idea at sometime too.

CliffyB you owe me a credit!

Blade[UG]
11-12-2009, 02:23 AM
:P well if someone says "HEY I LIKE THAT IDEA" and goes and runs with it, if they throw in "Thanks to Blade", because they read it in my post, that's awesome of them. If not, well, that's alright too. I didn't mean that in a "THIS IS MY IDEA NO ONE ELSE HAD IT" sort of thing.

badkangaroo
11-12-2009, 02:50 PM
AnimTrees for fighting games, oooo, what fun there is to be had. Mind you, you'll want to make a ton of your own animtree nodes since your regular falling walking running wont be enough.

katana2665
11-12-2009, 04:37 PM
Hell i just want to run some poor toon through with a sword....

docmorbid
11-12-2009, 11:18 PM
DC versus Mortal Kombat was made with UE3

and Batman: Arkham Asylum I think?

I'm wondering how feasible doing those type of games without low-level programming is though. Not with that kind of a production value of course, but with similar game mechanics and fighting animation. Might be too slow, no?

Blade[UG]
11-12-2009, 11:53 PM
Why on earth would it be too slow? Networked games might be a little strange, but I've never tried to build this sort of thing. I was actually considering it with a UE2 game, just to see how to do it. And the game that I do mods for in UE2 has a human player with a punching animation.. I'm no modeler/animator, not in the farthest reaches of my mind.

docmorbid
11-13-2009, 12:23 PM
It might be too slow because you don't have access to low-level programming, hence you have to do game mechanics in UnrealScript and for a scripting language that is aprox. 20x slower than C++ and where Epic recommend you use as much idle scripting as possible it could prove to be a challenging task at least.

A "human player with a punching animation" is hardly a fighting game.

Blade[UG]
11-13-2009, 03:47 PM
I wasn't saying that was a fighting game, just pointing out that I had an asset that I could use to make one. I'm not sure if you've ever actually seen an Unreal Engine game in action, if you think that the speed of it's scripting language makes any difference whatsoever in that respect.

Saishy
11-13-2009, 04:09 PM
It might be too slow because you don't have access to low-level programming, hence you have to do game mechanics in UnrealScript and for a scripting language that is aprox. 20x slower than C++ and where Epic recommend you use as much idle scripting as possible it could prove to be a challenging task at least.

A "human player with a punching animation" is hardly a fighting game.
Even a language 1000x slower is still very fast.
Try doing a loop trough a array with 1000 slots with c++ and debug the time.

neai
11-13-2009, 05:03 PM
Even a language 1000x slower is still very fast.
Try doing a loop trough a array with 1000 slots with c++ and debug the time.

True, but direct comparisons aren't very useful. In unrealscript you offload the heavy computations to the low level facilities provided, like the collision system.


I'm wondering how feasible doing those type of games without low-level programming is though. Not with that kind of a production value of course, but with similar game mechanics and fighting animation. Might be too slow, no?

Speed is not an issue as you won't be interacting with the engine on the lowest level anyway. The question is whether the idea can be adapted or implemented using the features available in UDK.

Inzane
11-13-2009, 05:27 PM
and Batman: Arkham Asylum I think?

I'm wondering how feasible doing those type of games without low-level programming is though. Not with that kind of a production value of course, but with similar game mechanics and fighting animation. Might be too slow, no?

Yep batman AA is built in unreal. I own it and love it.

docmorbid
11-13-2009, 07:14 PM
The question is whether the idea can be adapted or implemented using the features available in UDK.

I hope that's the question as well, I just think there's a lot of uncertainty to exactly what can be done with the UDK, I know it's been said you can do any type of game, true, you can do any type of game, but how good it will turn out is another question. How good the end result would be.

It seems pretty much agreed on that an MMO game would fall in the category of while technically possible, the end result wouldn't be worthwhile.

I'm not trying to be negative here, if that's how it comes off, I'm really just curious to what can be done. For now I'm reading every piece of documentation available and studying source code, as we all are I guess.

For just about everything I read I think of something that can be translated to some type of mechanics in some type of game though, so it's really looking good at the moment. I've thought of a lot of types of games that could be done already and it's just looking better by the moment.

Blade[UG]
11-13-2009, 09:17 PM
Alright, now that I've got UDK installed, if someone wants to throw together a player model with a forward/backward/jump/attack animation, I think I could throw together one in a few days time, give or take depending on my other work schedules. If someone also wants to throw together a map, that'd be good too. Place a couple of actors to be a "Player 1 Start" and a "Player 2 Start", and one for a "Camera Position".