OpenSmash is a free and open-source rewrite of Super Smash Bros in Unity3D, version 5. It is designed to be extremely customizable and is going to be deployed to Windows, Linux, and Mac OS X, with Wii and/or Wii U versions being made after if/when possible. OpenSmash intends to not only allow people to customize gameplay and content to how they want, but to also serve as a replacement to Brawl mods and hacks.
What OpenSmash isAs stated above, OpenSmash is a free and open-source rewrite of Super Smash Bros. It is being programmed with extensibility as the biggest priority. OpenSmash is being licensed under Apache v2 (and will probably be dual-licensed with GPL v2). It will feature 4's roster, with Brawl's cuts and 10 to 15 new characters, with up to 6 confirmed. It will feature modes from various installments, like Board the Platforms, Break the Targets, Event Matches, Special Smash, Smash Run, and at a much later point, a SSE-like story mode.
OpenSmash won't be just a game, either. It will be a full framework and engine for Unity, allowing people to easily create SSB-like games using it.
What is done so farCurrently, we have a basic prototype done so far. As of this writing, it has a camera system, basic knockback, KO detection (with shaking camera), 4 player, colored player tags (P1, P2, P3, P4), player portraits with current amount of damage and stocks (yet no series symbols; if they were in, the prototype's characters' symbol would be the Unity logo), damage meter darkening with damage, neutral A implemented, motion and jumping, basic ledge grabbing, basic crouching, revival platforms, hard and semisoft platforms, and a basic scripting API for customizations and configurations. You can see the progress made on the prototype on
our GitHub repo.
What we needWe need
Unity3D programmers (C#) for the engine and game implementation,
3D modelers for characters/items/stages/trophies,
3D animators for characters/stages/items,
vector artists for series symbols,
concept artists for new content,
2D artists for UI and menu art,
reverse engineerers to look for and document the working of Melee's and Brawl's engine and overall game mechanics,
moveset writers and (series) researchers for new characters (and for stage ideas/mechanics), and possibly
sound designers for creating game sounds (unless our composer decides to do this).
Here's an example of C# code from the current prototype build, which makes characters run: "m_Rigidbody.velocity = new Vector3(Input.GetAxis(horizontal) * moveSpeed * Time.deltaTime * 250, m_Rigidbody.velocity.y, 0);"
Formats OpenSmash will useOpenSmash is being created in Unity3D 5 and programmed in C# (and potentially UnityScript). Models and animations will be in the FBX format. Extensions and content will be Unity assetbundles (the only way we can load external data in Unity). Sounds and music haven't been decided yet; will probably be WAV or OGG.
People helping with OpenSmashWindozeNT - creator, project manager
Soapitonnic - concept art (characters), programmer (soon)
Ace MC - 3D modeler
Antuan - animator
Dylan - character research
Tyler - composer
Gavin - programmer
Joe - programmer
Andrew - reverse engineering
Kiwidog - reverse engineering
Matthew - stage design
Screenshots (as of the April 30th build)When the game startsAttackingJumpingCrouching (no animations yet)Ledge grabbing (no animations yet)Standing on a revival platformJoining the teamA project as massive as OpenSmash will obviously take a long time to develop (it takes Nintendo an average of 3 years to create a new installment of SSB). We are looking for members who can work on the project for as long as possible, but anyone can join if they want to contribute something. If you can help with OpenSmash's development, add me on Skype at windoze96 and you will be added to the OpenSmash developers group.
LinksWe don't have a website up yet.
GitHub repo for the prototype@OpenSmashTeamThank you and I look forward to working with you.
- WindozeNT
_________________Current avatar made by RedAndWatch on SmashBoards.