Crispy4001
Smash Ace
- Joined
- Jun 14, 2007
- Messages
- 730
Me bringing up Project M was meant to say that it can't be compared to where that mod currently is. It took the PMBR years to 'smooth out the movement' according to their own goals and to meet the expectations of the Smash community at large. ADO, by comparison, has been developed from scratch in months. Project M got trashed on unreasonably in the early goings for precisely that... being early. It's a lesson to show that these sort of complaints lack perspective. They judge where it's at, rather than where it's going. With what I've played of the web build, I can't say I agree with your takeaway.How can you even compare this to Project M? Project M is still a mod a very well done mod but at its base it is still a mod built on a brawl engine. Also you must not support many kickstarters as I have put a lot of money on Kickstarter and from most of those games you get a lot of well tuned Ideas and even gameplay videos. Some more than others but the ones that have succeeded have already put months of work into the game and have shown a lot of promise which this does not at its current stage.
... If you never saw potential in this game and still are unimpressed by the prototype, don't back it, and don't pretend like it'd reach a state where you would. You know as well as me that a "few [more] years" of development is an unreasonable demand. For where the game is and what they've promised, it's asking for a finished product, all absent the funding they apparently need to make that possible. Sure, it's ok to say that you'd have to play it at that stage (or close to it) to be convinced. But if you take that angle, you aren't saying that you'd be in it someday to crowdfund. You'd be in it for a post-release demo, most likely.
Last and most importantly, this is a fighting game Kickstarter. I can't think of another genre besides RTS that would be as difficult to produce a polished vertical slice of. Asking for something "well-tuned" when the game is maybe 1/5th complete is silly. Unlike most other genres, they can't simply build a core foundation and expand on it mostly with new content and assets. The problem is that the foundation has to be malleable, play-tested, and revised in nitpicky fashion throughout development. It's the heart and soul of the game.
Perhaps this is in part why so few fighting game Kickstarters exist. It's pretty much impossible to meet those vertical slice expectations. I think the only way a game like this could succeed is if it were judged on different terms.
I think this discredits the large amount of animation work they've put into it (not to mention the hacking to make those edits possible). Even characters like Marth that appear to be untouched at first glance had to have their animations adjusted to match Melee hurtboxes.Project M uses mostly premade assets, they -basically- just change number values within Brawl with a few added code snippets.