Had an interesting question come up the other day about fireballs in 2d fighting games, and specifically what happens when fireballs collide with each other. Here’s the scenario:
Two players are facing off from across the board. Both players throw projectiles at the same time.
The two projectiles collide in the middle of the room and cancel each other out. Both players are back to the same situation.
The projectiles DON’T collide and pass through each other. Now each player has to react to the other character’s fireball.
Some games do option 1, some do option 2. Option 1 sounds like it might be more interesting because the extra defensive capability of the fireball can be used to balance long ranged vs close ranged characters. Option 2 sounds like it might be more interesting because it adds another level of complexity if the characters have different speeds/strengths of projectile.
Option 1 seems like a bad idea because all these fireballs cancelling each other out will slow down the pace of the game. Option 2 seems like a bad idea because if one character has a better ranged attack in a matchup, it makes sense to play “spammy”.
Maybe it would be fun if a game used a combination of the two? Like some characters have projectiles that will block other one, or some characters have projectiles that will pass through other ones? Maybe a EX fireball always blasts through a regular fireball, but a super always blasts through an EX?
Anyway, I thought this was an interesting game design question. Chime in on the comments if you have any thoughts/feedback/examples about projectile-projectile collision in fighting games. Cheers!