hey Astrid! That 2003 Gothic FMA vibe is fire. As a dev, I can tell you the dual-layer system is your biggest technical hurdle.
If the Rollback Netcode isn’t perfectly synced across both planes, you’ll get "phantom hits" and desyncs. Without a Deterministic Physics engine, your neutral-heavy movement will feel "floaty" instead of frame-perfect, which kills the player's trust instantly.
Here’s how I’ll help you build this:
- Engine Architecture: I’ll lead the tech stack selection (likely Godot or Unity + GGPO) to ensure the dual-layer logic doesn't break the rollback state.
- Physics Sync: I’ll oversee the engineers to ensure hitboxes/hurtboxes are consistent across both gameplay layers.
- Tech Roadmap: I’ll turn your GDD into actionable sprints from "Graybox" prototypes to a "Minimum Viable Fighter."
To get the engine running, I need to know:
- Is the plane-switch an invincible 'dash,' or can players be 'sniped' by cross-layer projectiles during the transition?
- Are we targeting a Native PC build for performance, or a Web-based version to simplify the geolocking/distribution?