Sigma Busters development story.
Looked at various fighters from various franchises, specifically of the heavyweight archetype, as references for my own game. I've been developing a concept for a female heavyweight fighter since I like my roster to have unique "alien" concepts and that one is something I haven't seen other plat-fighters accomplish. Looking at the Smash Bros roster, I notice a running theme with heavies is that they are related to royalty in some way, Bowser, Ganondorf, Krool, and Dedede, taking the concept of large and in charge and running with it. So I decided that for my female heavyweight fighter, I will also make her a royalty-themed character, mixing the reality of Peach and Daisy with the frame and power of Krool or Dedede. There were some odd design challenges to make a working concept, I felt an insect theme would work best, but I originally didn't want to do a classic queen bee, but rather a wasp or mole cricket of all things. I felt this made her concept too complicated, so after some discussion with
Kirbeh
I decided that the bee concept is a time-honored classic, bees are cool for moveset potential anyway so even if the direction is cliched, I can do something cool with it. Right now I have a unique semi-zoner heavy of sorts, who uses honey to slow down opponents to help patch the main weakness of heavies, approaching tools while mixing in some Krool and Dedede esc attacks to complete the picture. Her name is Vespa by the way.
The message is to think fighters through, take a core concept and build upon it to make something unique. How does the concept I show to you guys shape up?