Originally Posted by thetrin
What Salty has been proposing to us is some next level shit. Like, seriously. This is going to change Saltybets, and it's going to get people to get more into creating and sharing fighters.
Speaking of the "getting more into creating and sharing fighters" bit - I have some borderline traumatic memories of the drama in the Mugen community from 2002 to 2007, and I wonder if the EF-12 team is aware of the sort of problems behind that - being around to proclaim and enforce their intent when needed should already come in quite handy (Mugen's probably for a long time was that the devs were absent, and some loud community voices enforced some twisted notions that contradicted Elecbyte themselves when it came to the ability of using other creations as learning references).
Basically, in Mugen you dealt with 3 major types of files: sprites, sound and code - the code files covered very different things, from collision boxes to constant character data and state definitions, but the engine used them directly - unlike the sprite and sound files (from which contant could still be extracted with the right tools), they didn't need to be compiled in any way, so everyone could see and copy-paste code if they wanted.
That was great when you wanted to learn how something was done, but it was also a double-edged sword, in the sense that it made it easier to copy-past whole functionalities from a character, or make a new one by simply adding or subtracting something from someone else's releases (which could mean a degradation or a refinement of an existing character), and a lot of drama came from this - sometimes from people just dying to go on a which hunt, regardless of the opinion or even awareness of the person whose work was being copied or used as a base/reference.
If SaltyBets had been a thing back there, bricks would have been shat, since money's being made off of people's Mugen work with no regards to quality or creator permission or awareness - things have calmed down a lot since, in no small part because at one point Elecbyte actually returned and subtly managed to shut down a remant of the old "inquisition" movement, putting things back into perspective.
If they want to get involved with this new project, fine, but I hope everyone involved has at least some awareness of the problems of the past and can think and implement things in a way to avoid or minimize them.
I don't know about the files required to make an EF-12 character, but I wonder if they require some kind of compilation process that would obfuscate the work put into them, or if they can be used as edited as-is - ideally, this would be optional to allow both the sharing of knowledge (I've seen some remarkable Mugen works which doubled as tutorials by chaking their code files) and the protection of one's effort from easy copies.
Maybe an idea for the future would be something like the hat-making for TF2 where user-generated content can be a profitable endeavor for its creators?
If so, you want to make sure that whomever comes up with CrowdPleaserCharacter doesn't get his efforts easily duplicated and tweaked by someone out to make CrowdPleaserCharacter+1 - but an equivalent to Mugen's Kung Fu Man character, which is provided for easy editing and learning is invaluable.
Also, I hope SaltyBet's ideas involve something along the lines of different character leagues and ways to assign new characters correctly to them, curb-stomp battles can be boring.
BTW, I don't know if the EF-12 team's checked what Mugen's capable of, but simply looking through Mugen's triggers and state controllers can be rather inspiring:
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http://elecbyte.com/mugendocs-11b1/sctrls.html
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http://elecbyte.com/mugendocs-11b1/trigger.html
Since this is 3D though, one thing comes to mind which I haven't seen in 3D fighters but could be relevant. or at least interesting: collision areas that would be vulnerable to throws/holds, but not strikes - namely for the sake of being able to grab a character by their clothes or hair, if those were long enough to be within reach at times.
It's the sort of thing that seems relevant for the more close-up nature of 3D fighters, but which none seems to use AFAIK...