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We connected there and gradually started to work together. We all found a home for our hobby at Mugen Fighters Guild, a forum that focuses on the Mugen engine, on which our game is built. The current core team is about 10 guys with lots of different backgrounds and from across the globe. How large is your team and what are each of your backgrounds? Right now we are at the peak of our interaction and production and we’re having a great time, this is a labor of love for all of us… we’ll keep going for perhaps many years to come.
#Hyper dragon ball z 2017 update#
We will continue to update and add to the project for as long as there is support and demand for it and we are available to do this work. Right now, our team has grown with many more talented people and we’re working on 4 new characters simultaneously with a different spriter + coder team for each! Since then, we have added more characters, one at a time, until in April 2014 the characters were banded together and the term ‘Hyper Dragon Ball Z’ was born. Our first character, Goku, was released back in April 2011. How long have you been working on it, and how long will you continue? Some if the intro and win pose animations can get quite elaborate and show a side of the character we couldn’t show during the fight. As for fan service, we included many references to both the anime and previous DBZ video games as well as other fighting games. We intentionally stayed away from things like flight modes, huge beam attacks and crazy attack clashes which might be expected from a typical DBZ game, but we felt we couldn’t balance the game properly if those were included to our game. We certainly have put our emphasis on quality over quantity… for instance, our Champ’s Build was to include more characters (the still-in-progress Super Buu and Gotenks), but we chose to temporarily set those aside in favor of updating and re-balancing our current roster, in no small part due to the wonderful feedback, bug reports and balance suggestions we’ve received from some of the more outspoken users of the Hyper DBZ Discord Channel! What were your priorities when it came to capturing the feel of DBZ?įrom the start, we wanted to have a real solid base… it started out as a bare-bones Street Fighter-type game, to which we kept adding features such as launchers, air combos, dash collision, counter attacks, focus attacks, power modes, etc. Perhaps in different shapes and sizes but yes, each of the devs working on the game has some love for either the manga, anime or the video games of Dragon Ball and Z ! I noticed there are far fewer characters than the typical DBZ title – was this intentional? I take it you guys are all Dragonball fans? We caught up with Balthazar from Team Z2, the group behind the unbelievably high-quality Hyper Dragonball Z. Fan games are unfortunately often the victims of takedown requests by more litigious companies, with the Metroid project AMR2 being the most well-known recent example.However, because of the immense effort decent fan games require, I would argue that they represent the absolute passions of developers rather than any challenge to the existing franchise.