Goal is to pull of the cel shading styles of Platinum Games stuff like Transformers Devastation or their new gorgeous Ninja Turtles game with an art style thats more my own thing. I tend to base my style off of stuff like The Darkness, Withblade, and old school McFarlane stuff. I have a baaaaaaaaad tendency to keep adding details to costumes because I just like detailing a lot.
This makes it just about impossible for me to consider hand drawn animation because of how long it'd take to animate some of the shit I design. Sucks because I LOVE the Skullgirls squash stretch and morphing stuff but I know I'd have to seriously tone down any cast based around those sorts of animations due to the issues that causes in 3d animation. Just a ton of extra work and potential handcuff glitching if I do anything that morphs or model swaps constantly. I'll do some things, but Skullgirls will forever hold a trophy in my heart for sticking to the pure drawn shit.
Sucks because I really enjoy hand animating stuff. I was working on a runner game in Construct 2 at one point. Here's an early unfinished rough of a run cycle I was gonna piece together for the character "Toku Dasher Kirin" before I just dumped the project and admitted I wanted to do a fighting game and needed to stop making excuses about why I should make other stuff instead.
And no, this character is NOT in the fighting game or in any way related to it. Just venting about how I miss doin 2d because it was fun. Looking at some of our current cast though...fuck hand animating them.
Basically the art will be western style comicbooks but with some stuff from anime style fighting games to play with. This year I should at least be able to test things moving in the engine soon...how long it takes to make their moves function properly with all the mechanics let alone game systems to implement is another thing I couldn't really tell ya.