A Fighting Game Made Fullmetal
Hey, I'm Astrid!
In the down time during one of my larger projects, I wanted to try my hand at something a little smaller. I've also been rewatching Fullmetal Alchemist lately, and I came to thinking about how it's such a shame that there was never really a good shot at a fighting game for such a great series. One thing led to another, and now I have a basic GDD written out! I'm currently the creative director for a separate project, and I'm pretty confident on leading the game and art design. Apart from that, though, I'm not extremely knowledgeable on the technical side. I've begun a video course to help guide my understanding of the basics, but I'll need someone with more experience to help out on that end. On that note, regarding the game’s engine, I’d like to work with the software engineers to find the one they’d like to use most, as the engine is pretty flexible with a game like this.
**In summary, I'd like to find a tech lead experienced and/or knowledgeable with rollback netcode to assist in fine tuning project details and leading the software engineers in actual development for a Fullmetal Alchemist fighting game. I'd also appreciate an artist who would be interested in a gothic/industrial style to assist with promotional art!**
---
So what about the game?
I'm so glad you asked! Fullmetal Alchemist Duel (or whatever the title ends up being) is planned to be a 1v1 fighting game focused mostly around neutral and positioning. It will contain mechanics familiar to fans of anime fighting games like gatling combos, however movement will be more limited and character-specific. Universally, each character will only have walking, jumping, and some form of grounded dash. Different characters may have more movement available to them, though, which brings me to one of the main pillars of this game's design. Each character should feel completely unique to one another, whether that's through movement, mechanics, meter, etc.
As for more specific mechanics, the game will feature a two-layered stage system. Inspired by Guilty Gear Isuka, players will be able to move their character back and forth between two layers of gameplay. Think of it as a discount 3d fighting game. This mechanic gives more depth to players' positioning, neutral, and defense by letting them dodge zoning through switching to the opposite layer, or bait a wakeup reversal and punishing them by using a move which hits both layers (which will exist)!
Yeah, but I want my games to look good. What about style?
After some research into the style of the anime series as well as the manga, I've decided the most interesting angle would be to use a mainly somber Gothic tone in order to capture the unique feeling of the 2003 anime, with a little bit of an industrial era charm based on the series' time period to offset it. The UI, stage design, soundtrack, and visual effects will all follow this theme.
While the plan right now is for the game to be fully 2D animated on launch, I realize this may not be immediately feasible, and so further discussions will need to be had.
---
Unfortunately, due to copyright restrictions, the game may need to be geolocked in Japan and unmonetized. However, the game will be made in accordance with Square Enix’s western fan works guidelines!
So there it is! There are more details, such as features and milestones, which can be discussed in more detail privately. With that, though, I hope I've sparked some interest, and I hope to be hearing from you soon!
If you'd like to reach out, please respond to this post, send me a friend request on Discord (tennekorin), or email me at astridchelseava@gmail.com. Thanks!
by the way, the game will include characters from both Mangahood as well as the 2003 series!

