Phase 1
Get a working template created using Ryu
Link to MFG Ryu folder in dropbox (https://www.dropbox.com/sh/40jxw081j9vsx6v/Kblv2ZoJra/MFG-Ryu)
Spoiler: List of users that have access (click to see content)
JustNoPoint
Alex Sinigaglia
Renzo F
SageHarpuiaJDJ
Loona
Our 1st goal is to get a working template created using Ryu.
I have a short term gameplan and a long term gameplan. These can be tweaked as needed. Your feedback and ideas to speed any process along is highly encouraged.
The short term gameplan is focussing all our time and resources on the initial template. It is as follows:
Solidify Ryu's base sprites, sounds, and any and all other things needed to create him.
I will be working with our sff and air volunteers to come up with a good universal template to determine what group numbers would be best for the sprites and the animations. All SF characters after the fact will be made using the exact same group numbers.
After the sff and most of the air file is completed we will begin focussing on the coding. Movements, basics, specials, etc. Movements/attacks will be divided into groups/posts. For example: A post dedicated to all of Ryu's standing basics. In this thread users would be able to submit coding. Someone could could everything here if they wanted. Or just parts. We could optimise the coding as a group and help document it.
A lot of the universal mechanics will go into a common.cns file.
For the long term goals, once Ryu is finished we may need to make sub boards for each character to keep all the coding portions together.
SFF creation will begin next week. (Unless someone wishes to start it before then but I'll be working the next few days.)
Related. Posting the quote here to keep all the ideas and evolution in an easier to locate area.
There are more chances things can screw this project over and/or end it completely than there are chances it'll get somewhere even a quarter where we're reaching.
I don't know all the details about those community projects but from what you're saying it sounds like people made whatever they wanted with no kind of quality check or assignments.
I'm tweaking my approach that I had hosting the Web Comic Awards into this. It's a lot different but I think there are many similarities. Yes, it's to be an open community project but there needs to be a host. I've taken up that mantle. I have a set plan for how to assign and distribute the work. I'll be open to ideas that will improve the distribution and the work flow. But to break it down in a general sense.
Spoiler, click to toggle visibilty
Once the system is set in stone we make a mock up Ryu that uses the mechanics we've agreed upon. I think Renzo will be handling this mock up himself? If I misunderstood that I'll adjust it accordingly.
Anyway, once that's finished and we are content with the outcome we'll start work for real. Users that are proficient in sff and air making will begin putting together or tweaking the files for Ryu. I think it'd be best to work together to make a single template character then start opening up 2-3 characters at a time after the fact. This way we can solidify exactly where in the sff and air files all the animations should go for optimal use of any special states, standards, etc
There should be multiple threads dedicated to explaining the coding and how the coding is being done. This will act as a teaching tool and keep a certain quality. Example would be a standards archive that would explain the vars, and other universal coding mechanics. A lot of the characters will probably share from a common cns which should aid in quality as well.
Coders can ask for what they want to code. Some coding will be assigned. I'm envisioning a sort of modular coding system. Where the code is posted in the forum in chunks. Like a thread dedicated to just coding Ryu's punches. The forum coding would have documentation explaining what vars should be present and what options.
Each character's gameplay will go through the same process as the mechanics have been going through. We agree on a move list then we code it up. The "technical experts" will be the ones to help decide how moves should change, buffs, nerfs, etc. Everything that goes into the game should meet a certain quality. Yes this is where some users will get upset when Akuma doesn't have all his shin buffs by default or whatever. But that's how it'll have to be.
That's just a bit of the idea I have for this/ I'm sure there are a lot of flaws but we have a lot of talented people that should help us figure out how to accomplish this. It's a community project but it'll probably still be a pretty small group working on things at a given time. I hope any of that made sense :P
But yes, I'm well aware this is a very uphill battle.
You could ask Lightflare, if i can remember (and if i'm not wrong) he was working on many extended stages from SFA3-SF2 stages.
That's a possibility. We'll have to see the quality and the number of stages he has converted.