stan423321
Smash Journeyman
- Joined
- Jan 30, 2012
- Messages
- 226
While on Wii U we can realistically expect a menu more or less similar to the past installments, 3DS version of Smash 4 may very well not use such one.
In Brawl (and Melee), we had following options for each player:
Let's take a look at the differences that 3DS brings.
Yay, less characters! /s
On a more serious note, the roster size will obviously affect this to some level. Unlike home console installments, devs don't have to leave too much of border space. But if we're talking touch screen support, icons must must be big enough to be "clickable". Now I have no idea what pixel size is that. If it happens to be 32x32, this is definitely no problem, as we can fit 70 squares and a top bar. If it happens to be 40x40, we're getting 48 squares covering whole touch screen (so no back button, random square, confirm button nor settings button), and 48 is a roster size that can be realistically reached by devs. Icons obviously don't have to be square, but the basic problem remains. Of a note to some may be the fact that 3DS Home Menu features a resizable square grid, and smallest icon size available seems to be 32x32 or a little smaller.
OK, suppose the characters fit touch screen somehow. What happens to all the other options then? Well, human/computer setting can be kind of inferred, for example no wireless means one human at most. From what I've seen in "regular" fighting games, it's typical to select your costume after choosing characters, so this could possibly work here too - especially since current system seems to be influenced by the 4-player parallel character selection madness... which doesn't apply on 3DS.
What should be also taken into consideration is the fact that a lot of these options are contextual, so for, say, random online play, you actually need to select your character and your skin, and that's it. Perhaps switching skins could be implemented as tapping selected character again, or you could pre-select your favorites to speed the process up. It is highly probable that the whole system will be optimized with such scenarios in mind.
What do you think about it? I'm sorry for lack of pictures.
In Brawl (and Melee), we had following options for each player:
- Player type (CPU/Human).
- CPU level, if applicable.
- Character, obviously.
- Character skin or team color.
- Character transformation, if applicable.
- Player name.
Let's take a look at the differences that 3DS brings.
- Character transformations are out.
- Team selection is confirmed to be split from skins. While it is not confirmed how will it exactly work on Wii U, this is irrelevant to this discussion.
- In case of multiplayer matches, everybody has their own screen. However this particular quirk is not universal, as there is the obvious possibility of playing with bots. We can also assume that you won't select your name on match basis.
- It is possible, though obviously not confirmed, that moveset customization, when applicable, will be a part of character selection. (I honestly want it to be, but it probably isn't.)
- The screen setup is completely different from a home console. Again, Wii U gives you an optional second screen, but we're talking 3DS here, the biggest difference is the screen size.
Yay, less characters! /s
On a more serious note, the roster size will obviously affect this to some level. Unlike home console installments, devs don't have to leave too much of border space. But if we're talking touch screen support, icons must must be big enough to be "clickable". Now I have no idea what pixel size is that. If it happens to be 32x32, this is definitely no problem, as we can fit 70 squares and a top bar. If it happens to be 40x40, we're getting 48 squares covering whole touch screen (so no back button, random square, confirm button nor settings button), and 48 is a roster size that can be realistically reached by devs. Icons obviously don't have to be square, but the basic problem remains. Of a note to some may be the fact that 3DS Home Menu features a resizable square grid, and smallest icon size available seems to be 32x32 or a little smaller.
OK, suppose the characters fit touch screen somehow. What happens to all the other options then? Well, human/computer setting can be kind of inferred, for example no wireless means one human at most. From what I've seen in "regular" fighting games, it's typical to select your costume after choosing characters, so this could possibly work here too - especially since current system seems to be influenced by the 4-player parallel character selection madness... which doesn't apply on 3DS.
What should be also taken into consideration is the fact that a lot of these options are contextual, so for, say, random online play, you actually need to select your character and your skin, and that's it. Perhaps switching skins could be implemented as tapping selected character again, or you could pre-select your favorites to speed the process up. It is highly probable that the whole system will be optimized with such scenarios in mind.
What do you think about it? I'm sorry for lack of pictures.