Let's talk Virtua Fighter 3 on Saturn
I hope this topic is not taboo here, hehe.
I'd like to discuss two things:
1) What are the latest news on this holy grail of cancelled Saturn games? The last news I've read were ten years ago when someone took glitchy Supermodel VF3 screenshots and tried to pass them as Saturn version screens. Anything new since then? What's the full story behind the development and cancellation of this port?
2) Imagine yourself being in charge with Satrun VF3 port. How would you do it?
I'd certainly do it this way:
- Go for 60 FPS, high resolution (like VF2 and Dead or Alive ports) and complete arcade movesets/techniques above everything else.
- No goraud shading and light sourcing, again, like VF2 and DoA. Fighters Megamix has those and it is an ugly low resolution mess. The depth and shading should be static and baked into textures. Obviously you can't just use Model 3 textures, you have to work on them quite a bit to add fake shading.
- Looking at Model 3 character models, you can see that there are actually not so many polygons on them. Many are spent on faces and hands, and if you don't count those, the models are barely better than Tekken 3 ones. So Saturn version models should have two versions: 1) Simplier ones. The polycount is similar to DoA models, minus some polygons that we would use for ground objects. More on this later. 2) Models with more polys on hands and faces. Those are streamed in right before the victory pose, similar to how Tobal 2 on PS1 does this. The latter feature should be optional for those who doesn't want a couple seconds of loadings before victory poses.
- The inaccessible background elements outside arenas are 2D. No need to spend polys on them.
- The arenas consist of two layers. First layer is VDP2 layer, like on VF2 and DoA. Then add few polygons on top for stuff like stairs, bumps, sand dunes and other uneven ground things. These should be as low poly as possible, but not completely ugly. Their job is to affect the gameplay, instead of being an eye candy. Try balance them with player models in the poly count department.
- Evades are done with shoulder buttons.
I think all of the above is completely possible, without the need of additional hardware cart.