Thank you for your advices guys. Changing back and forth my direction is not going to help proceed. One of the reasons that made me decide to change the esthetic direction, was that the oriental look is realy very common in fighting games. So i looked for inspiration in local mythology. But i have an idea since the beggining of the reboot, it is more like a long term plan, that after i complete this game, let's say add 12-15 fighters, 1-2 boss characters (i want to add more but i have to be realistic, 12-15 are enough for a first part), i can make a second part, having a scenario where the greek deities collide with oriental deities. So i will use almost everything that i have create until now. But again this is a very long plan.
Now to move things further, i will continue to work on more fighters, but i will use placeholders, like use the same animations for some super weapon attacks which take a very long time to animate, also to avoid making a lot more attack animations i will have all fighters hold their weapons with the back hand, otherwise i would have to make a large number of weapon animations. Good thing is that the majority of those animations can be shared from all fighters, no matter what type of weapon they use.
And on the current progress, i am working on special attacks for the 2 new fighters, temporarily i haved name the female fighter Nebula and the male Arhon (or Archon, i am not sure how to interpret correctly some names)
Nebula is supposed to be a clone created from the DNA of Medusa (this Nebula is my own fiction of course, this character never existed in mythology) and she is an incomplete clone, having only a portion of Medusa's petrifying ability.
Archon (again my own fiction) a dark deity, is the counterweight of the god of light, eternally bounded in the Dead world.
Here's a video with preliminary work on their abilities. Nebula uses a light beam to temporarily immobilize the opponent, instead of permanently petrifying him. But that ability now makes her overpowered. Although the attack has a slow start, it has an infinite range and hits instantly. So i have to do something, maybe add a cool down period, or reduce the range of the attack? And the light beam needs some fixing.
Archon's attacks will change a lot, he looks like a character from mortal kombat.
Now about the graphics, i started working with evolved latest advanced lighting system, until now i have been testing with his earlier. I have thrown my models in a test scene, again i had to remove bones, because the normal-specular shader has the 50 bones limit, and this is the result. Although the maps need a lot of esthetic changes, because now the models look like wax, but they have a very realistic look, better than the shader that i use in my game. With map improvements and placing carefully the lighting sources i can have a very good result i think.
The problem is that i can't install the latest AL system in the game's engine, something doesn't work, i have to scan my entire code to see what is wrong. And find a way to overcome the 50 bone limit. I see that i have 2 options, either make the palms of the models separate objects as i have been thinking, or maybe keep them on the models, but have them as separated meshes? I think that the limit is 50 bones per mesh. but i could be wrong. I will try to email Evolved to ask him if i can increase the limit somehow.