Gameplay Features

Fight Game Select Character

A Blueprint kit for fighting games: data-table rosters and stages, an automatic 3D character select grid, start menu HUD, health and energy bars, and camera and

Fight Game Select CharacterGameplay Features

Resource overview

A versus screen where a row of fighters stands on a grid, a start menu that gets players in and out of the match, and a gameplay layout holding health, energy and a running clock — that path from pressing start to the first punch is what this kit lays out. Fight Game Select Character is assembled from Blueprints, and the pieces are arranged so a roster and a set of stages can be slotted in rather than rebuilt.

The roster lives in a data table

Characters and stages enter the project through a data table. That single decision shapes everything downstream: the selection screen does not need a hand-built slot for every fighter, and the stage list does not need its own separate plumbing. Entries go into the table, and the other pieces read from it.

Levels load by their names, so stage switching stays inside the same system as the roster. A developer adding a fighter or an extra arena is editing data rather than pulling apart the HUD layout or the match logic. For a small roster this keeps setup short; for a larger one it keeps the same structure from turning into a pile of one-off blueprints.

NamePlayers runs automatically on the selection screen. Player names are filled in without anyone typing them per slot, which matters most when the roster grows and manual labelling would be the first thing to fall out of date.

NamePlayers and a three-dimensional grid of fighters

The select-player HUD is a clean layout built specifically for a character selection screen, and its centrepiece is a real-time grid of 3D actors. The fighters standing in that grid are the actual 3D assets rather than flat portraits swapped in and out — the roster reads as a lineup of bodies in space, which is the visual language fighting-game players already expect from a select screen.

Sizing the grid before anything else

The grid ships as a basic 16-slot arrangement, with the character count entered as a value. That number is what determines how many fighters the selection screen carries, so the same layout serves a compact starting roster or a fuller one without a redesign. Deciding the count early is the practical first step, because it sets how much of the grid the player scrolls through on the way to their pick.

Start menu, in-match layout, and the pieces on screen

Two HUDs bracket the session. Menu Start is a basic entry and exit menu, closing the loop so a player can get into the game and back out again without a separate front end being shaped by it. The gameplay layout is the cleaner of the two: health bar, energy bar, an automatic time count, and a large image area at the top of the screen.

  • Health bar for each fighter
  • Energy bar alongside it
  • Time count that runs automatically
  • A big image across the top of the screen

The clock needs no input to start counting, and the bars are already positioned as a matched pair — the kind of layout work that is tedious to place by hand and easy to leave half-finished.

Camera and spawn Blueprints that follow you into any level

Two Blueprints handle jobs that would otherwise be rebuilt level by level. One spawns players automatically for any level in the project; the other controls the camera automatically. Between them, a new stage can be brought in without re-authoring the opening sequence of spawn and camera framing each time.

The Blueprints themselves are described as simple codes ready to drag and drop into the level, so the assembly work is placement rather than graph construction. Combined with name-based level loading, this is the part of the kit that carries the most weight once a project has more than one arena: the same spawn and camera behaviour applies everywhere, and a stage only needs its entry in the table.

Two controllers at once, and the moves underneath

The kit supports two controllers at the same time, which is the minimum a fighting game can function on and the first thing that breaks when a selection flow is ported from a single-player template. Both pads are accounted for from the select screen through to the match.

Basic moves for fighting games are included: front, back, crouch and jump. These four cover the ground layer of a fight — advancing, retreating, dropping into a stance, and leaving the floor. They are a movement base rather than a moveset, and the kit treats them that way.

Fight Game Select Character suits a project that already knows what its fighters and stages look like and needs the connective tissue between them: a table to hold the roster, a select screen that renders those fighters in 3D, a start menu, a match HUD, and spawn and camera logic that stops at nothing when a new level is added. The four basic moves mark where the kit stops and where a combat system of your own would begin.

Continue Browsing Similar Packs

Free resource

Get this resource

3DCGHUB is a discovery service. EduQuill provides the file, account, quotas and delivery.

Resource archiveFight Game Select Character.7z

Related resources