Wasn’t trying to play victim. Just came out that way I guess
Thank you for all that info. Game development honestly fascinates me and it’s something I’d love to learn more about. I don’t understand too much about coding but I know enough to know the littlest mistake can ruin a game or area of a game and the optimization that goes into a AAA game like Smash especially in 2 years is insane. I’m honestly astounded they made this game in 2 years. You’re also right about profit margins and adding a tutorial now wouldn’t make much sense, it would be a minor quality of life boost
I’d much rather have them focus on the DLC, optimizing and balancing those characters and stages, and making them seamlessly fit into the game than a tutorial mode. Obviously that also makes finical sense for Nintendo which is what it really comes down to even with as much passion was put into this game
I’m definitely gonna do some independent research on game design though. I don’t think I’ll ever make a game (well at least code it, I could write and help with level and character design concepts) because I can barely code. You’ve gotten me interested in this subject now and I really would love to see what it actually takes to make a game, especially a game this big. I know a lot about making movies and the entire process and how the little things count so much and take more effort than it seems and game design seems to be even more pain staking from what you’ve said. Seriously thanks for your posts, they actually kicked off an interest of mine
No problem! Feel free to message me if you're curious about anything on the topic.
Once you've worked on creating games, you really start to look at them differently. You start looking at it and pondering how they did each and every detail. You notice things differently.
One thing I like to do in SSBU is watch replays frame by frame. I like to look at the characters up close. Their textures, the way the meshes stretch, observing and estimating the poly counts they used. How I think they built the rigs for the characters. The ridiculous amount of small animations and transitions the characters have that go unnoticed by the untrained eye.
One particular thing that really impresses me about SSBU is the vast amount of particle effects they've added to the combat. It's amazing. Look how many stars, flashes, streaks, lines, sparkles, and other flashy bits come out whenever characters hit one another. Do you have any idea how much effort they put into making this game's combat look explosive, invigorating, and easy for the viewer to see exactly what's going on. The moves are so well choreographed. It's like a perfectly engineered fireworks display.
Look at how the characters animate and react to the blows they're dealing and receiving. The facial expressions when someone gets hit by another move, especially a hard one like Ganondorf's punch. They shake back and forth for several frames, which looks odd in slow motion but perfect when played at regular speed. They then fly off the screen, emitting more sparkles and clouds of smoke all over.
The pauses in gameplay when hits are landed are spot-on. The fact that they took the time to actually add frame freezes, a mechanic I would have instantly dissed as irritating, and perfected it to where I'd have it no other way as a player.
This stuff is art, yet so many people don't even notice it. You have to play part in creating something to really understand what goes into putting it together.