Much better shot with 24. If you listen to interviews with fighting game devs, they've said that the difficulty in balancing a game starts to go up exponentially with each character that you add, because considerations have to be made vs. the entire cast. So each additional character = massive extra effort and time.
Every beat em up has a character that works fine against character a, character b but not against character c.
Don´t count the characters. What matters is the base of a character. F.e. they could make new skins like Powergirl, Supergirl, Zod and use the base of Superman. There is no more work to do in balancing them.
Every beat em up has a character that works fine against character a, character b but not against character c.
Don´t count the characters. What matters is the base of a character. F.e. they could make new skins like Powergirl, Supergirl, Zod and use the base of Superman. There is no more work to do in balancing them.
Balancing is what literally takes up the most time. You have to test every single move, at every single distance, in every single situation, against every single character's tools. Then there is the tweaking frame data, hitboxes, hurtboxes, ect.
Even if each character only had 1 move it wouldn't take one hour lol.
Balancing is what literally takes up the most time. You have to test every single move, at every single distance, in every single situation, against every single character's tools. Then there is the tweaking frame data, hitboxes, hurtboxes, ect.
Even if each character only had 1 move it wouldn't take one hour lol.
Not sure if THIS is really balancing. What you describe sounds more like testing. To make a character weaker or stronger compared to the rest of the roster is balancing.