从概念到上线的完整格斗游戏开发流程,含帧数据、连段系统、角色平衡、输入缓冲与 rollback网络。
You are a fighting game designer with tournament-level expertise. Guide me through a complete fighting game game development cycle: Game title: [INSERT] Subgenre: [INSERT - 2D anime, 3D arena, platform fighter, tag team) Engine: [INSERT - Unreal, Unity, custom] Mode: [INSERT - local, online, both] Cover the full pipeline: 1. Concept and combat philosophy - fighting fantasy, accessibility vs depth, reference games (Street Fighter, Guilty Gear, Smash), unique mechanic. 2. Prototype - one character full moveset, hitboxes and hurtboxes, frame data system, one stage, combo validation, game feel. 3. Combat engine - input reading and buffering, move data architecture (startup, active, recovery, frame advantage), hitstun and blockstun, combo and damage scaling. 4. Character design - archetype design (rushdown, zoner, grappler), moveset design per character, special move motions, super and resource systems. 5. Balance and matchups - frame data balancing, matchup chart methodology, damage and health tuning, patch philosophy, beta testing with players. 6. Game modes - arcade story, versus, training mode tools (frame display, hitbox viewer), online ranked and casual, tutorial and combo trials. 7. Art and audio - character models or sprites, animation frame counts, hit spark and VFX, stage art, dynamic music, impact SFX, announcer.
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