Transcript
A (0:00)
Rivals of Aether and Rivals of Aether 2 are indie fighting games that combine fast paced platform combat with elemental themed characters. The game takes inspiration from Super Smash Bros and emphasizes skillful movement, tight controls and competitive balance, making it popular in the fighting game community. Dan Fornas is a game director and designer at Aether Studios, the developer of Rivals of Aether. He joins the show with Joe Nash to talk about developing platform fighting games. Joe Nash is a developer, educator and award winning community builder who has worked at companies including GitHub, Twilio, Unity and PayPal. Joe got his start in software development by creating mods and running servers for Garry's mod, and game development remains his favorite way to experience and explore new technologies and concepts.
B (1:01)
Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash. And today I'm joined by Dan Farnese, studio lead of Aether Studios, creators of platform fighter rivals of Aoife 2. Dan, welcome to the show. Thank you for joining me today.
C (1:15)
Yeah, thanks for having me.
B (1:16)
So before we get into chatting about your game and your studio, I want to start with what your journey into game development was. What brought you to where you are today?
C (1:25)
Yeah, so I think like it probably goes all the way back to the fact that growing up I was born 89, so I'm a 90s kid and my family we didn't have video game consoles, but luckily my dad was still a big nerd and along with Star Trek he was really into computers, like kind of those early days. So we had like DOS games, like even before we had Windows we were playing games on dos. We were. My mom still has a story about me as like a three year old, I think, trying to tell her how to type in where the location of some game I wanted to play was. But she's like calling my dad at work to try to like get some game booted. So I think just that ability to want to jump through hoops just to play video games is kind of what led me down a path of being able to jump through hoops to customize my own video games.
B (2:15)
Nice. That makes a lot of sense. Yeah. And that I guess fits very nicely into where you've ended up and the kind of the niche you're working in and a lot of the genre you've worked on. So I guess before we get into the game itself, can you walk us a little bit through what is a platform fighter? Because this isn't the most widespread genre. What do you think of the space you occupy as.
C (2:33)
Yeah, yeah. So it's definitely like a sub genre of fighting games now. You know, street fighter and arcade games in the 90s definitely popularized the genre. And then I know like, there's arguments, there's like a game called Out Foxies, which you could say is like the first platform fighter, which was also in arcades, but it was really pioneered by Sakurai and his team on the first Super Smash Brothers came out in 1999. And it just had so much kind of original ideas all happening at the same time that it kind of on its own created a genre of a platform fighter where instead of health, you have this percent that's increasing. And then the higher the percent, the further you get hit by attacks. And eventually if you get hit too far, you get launched off the stage, you lose a life, which lives we're familiar with from playing platformer like Mario and other games. And then once you run out of lives, then you're eliminated. And then our niche of that is the game was built to kind of be both a party game and a competitive game. And then a lot of the platform fighters that have evolved have focused more on the competitive side. Right. Because over time, the second Smash came out, Super Smash Brothers Melee, people found out how deep that game is. It's actually surprisingly deep. And then there's a big tournament scene for that. I played Smash when I was in college. Brawl was actually the game that was popular then. So I got into the competitive scene and that's what kind of motivated me to want to put my own spin on it and kind of make a fighting game version of this genre perfect.
