NickyP
Active member
So I've been working this project for a few months now that I've teased on the Discord channel. I haven't come up with a name yet, but it's basically a Street Fighter themed game that's basically an improvement from the concepts I introduced in Project FGC. This will be a 4 player mod that's predominantly based on Super Street Fighter II Turbo--I intend for that entire roster to present in this game. Of course, I plan to have characters from Alpha, III, IV, and even a few guest characters from Fatal Fury as well. Maybe even Darkstalkers if I feel like it.
Like Project FGC, gameplay is a mix between casual and technical. Specials and Supers can be performed by tapping one button, but you can cancel into either from a normal Attack. All attacks have relatively long hitpause effects which enhances the "feel" of the game, but more importantly acts as an indicator for when you can combo into a Special or Super. All of this sounds fine in writing, but let me show you what it's like in action:
Stages are split up into two parts, what I call Round 1 and Round 2.

Round 1 is more akin to a traditional side scrolling beat em up, in that you fight on a 3D stage against generic enemies.

Round 2 is a boss battle against the character of that stage. It's more akin to Project FGC, where gameplay takes place on a strict 2D plane.
As you probably figured, the Round 1 level is thematically based on the respective stage from Street Fighter. Cammy's stage in SSF2T is atop a castle looking over the British countryside--so Round 1 is at the ground floor entrance of the castle.
The other thing is, every playable character (other than guests) will have their own stage, and appear as a boss for Round 2. If you think about it, it's just like playing Street Fighter's arcade mode. That was basically my idea, converting the Street Fighter "experience" into a beat em up.
That's all I'll share for now. As I develop more, I'll share screenshots and gameplay videos. Unlike most of my projects, I don't want to just release a demo and then abandon it. My plan is to release this when it's basically finished.
Like Project FGC, gameplay is a mix between casual and technical. Specials and Supers can be performed by tapping one button, but you can cancel into either from a normal Attack. All attacks have relatively long hitpause effects which enhances the "feel" of the game, but more importantly acts as an indicator for when you can combo into a Special or Super. All of this sounds fine in writing, but let me show you what it's like in action:
Stages are split up into two parts, what I call Round 1 and Round 2.

Round 1 is more akin to a traditional side scrolling beat em up, in that you fight on a 3D stage against generic enemies.

Round 2 is a boss battle against the character of that stage. It's more akin to Project FGC, where gameplay takes place on a strict 2D plane.
As you probably figured, the Round 1 level is thematically based on the respective stage from Street Fighter. Cammy's stage in SSF2T is atop a castle looking over the British countryside--so Round 1 is at the ground floor entrance of the castle.
The other thing is, every playable character (other than guests) will have their own stage, and appear as a boss for Round 2. If you think about it, it's just like playing Street Fighter's arcade mode. That was basically my idea, converting the Street Fighter "experience" into a beat em up.
That's all I'll share for now. As I develop more, I'll share screenshots and gameplay videos. Unlike most of my projects, I don't want to just release a demo and then abandon it. My plan is to release this when it's basically finished.
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