Alright, so I’m gonna walk you through this thing I’ve been messing with – the “rebel fighting championship” idea. Sounds kinda cool, right? Well, it started with a dumb thought I had while watching some old martial arts movies.

The Initial Spark
It all began when I thought, “Hey, wouldn’t it be awesome to make a fighting game, but like, super over-the-top?” No rules, crazy characters, ridiculous moves – the whole shebang. So, I started sketching out some character ideas. Really rough stuff, just stick figures with exaggerated muscles and weird weapons. Things like a dude with a chainsaw arm, a ninja who can teleport short distances, a wrestler with a bear trap for a finishing move – you get the picture.
Prototyping Phase
- Choosing an Engine: First thing’s first, gotta pick an engine. I messed around with Unity and Unreal Engine, but settled on Unreal. Just felt more comfortable with it.
- Basic Movement: Got a basic character model in there and started working on movement. Simple stuff – walk, run, jump. Getting the feel right was important.
- Combat System: Here’s where things got interesting. I wanted the combat to be fast-paced and brutal. Implemented some basic punches and kicks, then started playing around with combos.
Challenges and Solutions
Ran into a bunch of snags, of course. Collision detection was a pain. Spent ages tweaking the hitboxes to make sure attacks felt accurate. Also, getting the AI to be challenging but not unbeatable was a tough balancing act. Lots of trial and error there.

Visuals and Effects
I’m no artist, that’s for sure. But I managed to find some decent-looking character models online and started rigging them up. Added some basic animations for the attacks. Then came the fun part – special effects! Explosions, sparks, blood splatters – the more over-the-top, the better.
Current Status
So, where am I now? I’ve got a playable prototype with a couple of characters and a basic arena. The combat’s rough around the edges, but it’s definitely fun. I’m currently working on adding more characters, moves, and arenas. Thinking about incorporating some environmental hazards too – exploding barrels, swinging axes, that kind of thing.
Next Steps
- Refine Combat Mechanics: Gotta tighten up the combat, make it feel more responsive and satisfying.
- Expand Character Roster: Need more fighters with unique abilities and fighting styles.
- Polish Visuals: The game needs a serious visual overhaul. Gotta find some better models and animations.
It’s a long way from being a finished product, but I’m having a blast working on it. Who knows, maybe one day it’ll be something I can actually release.