I've worked on a lot of video games (indie and commercial), and this is a perfect example of something that is much cooler to you (the programmer) but not to the player.
You 100% need to have a player-controlled vs mode or the whole thing is a waste of time. You can ALSO have the autoplay strategy/design/creation (what does that even mean?) if you want. And maybe it will emerge as the winner.
But don't take my word for it. Spend two days and make a simple versus mode (two players on one keyboard, for example). Sit down five or ten random people from your target audience in front of each one and ask them which one they like better.
I understand your point, but as an avid fighting game enthusiast myself you've got to understand that the game has a broad audience of everyone who wants to upload their hand-drawn characters. From a technical aspect, it's got to be easier to grasp than even say, Super Smash Bros. Brawl, and in the eyes of the fighting game community that's about as non-technical as you can get. Developing a hard-core fighting game is a different task all in it's own, and since the idea of graFighters is to have a move pool of thousands with a character pool of infinity, extrapolating those figures with a traditional fighting game engine and we'd be in for trouble.
graFighters isn't just a fighting game, and that isn't meant to be a sly against fighting games - the truth is, graFighters does a bit of a bunch of different genres; There's fighting, but then there's also strategy, there's also social networking in a sense, and there's also drawing. It's not "a fighting game" or "a strategy game", but saying that it's a fighting game is the easiest way to explain it to the largest audience in the least amount of words.
Comments
Listen to the "many of people". Seriously.
I've worked on a lot of video games (indie and commercial), and this is a perfect example of something that is much cooler to you (the programmer) but not to the player.
You 100% need to have a player-controlled vs mode or the whole thing is a waste of time. You can ALSO have the autoplay strategy/design/creation (what does that even mean?) if you want. And maybe it will emerge as the winner.
But don't take my word for it. Spend two days and make a simple versus mode (two players on one keyboard, for example). Sit down five or ten random people from your target audience in front of each one and ask them which one they like better.
As if dave was the programmer :P
I understand your point, but as an avid fighting game enthusiast myself you've got to understand that the game has a broad audience of everyone who wants to upload their hand-drawn characters. From a technical aspect, it's got to be easier to grasp than even say, Super Smash Bros. Brawl, and in the eyes of the fighting game community that's about as non-technical as you can get. Developing a hard-core fighting game is a different task all in it's own, and since the idea of graFighters is to have a move pool of thousands with a character pool of infinity, extrapolating those figures with a traditional fighting game engine and we'd be in for trouble.
graFighters isn't just a fighting game, and that isn't meant to be a sly against fighting games - the truth is, graFighters does a bit of a bunch of different genres; There's fighting, but then there's also strategy, there's also social networking in a sense, and there's also drawing. It's not "a fighting game" or "a strategy game", but saying that it's a fighting game is the easiest way to explain it to the largest audience in the least amount of words.