What would you say is the biggest hurdle in programming a shooter? The reason I've chosen 3D is because I've modeled rigged and animated the assets and I'm eager to import and implement gameplay mechanics for them.
3D X-Person-Shooters are difficult to make because:
1. 3D engines are notoriously difficult to program, and polish. Most indie efforts look dated and ugly. Of course, it depends on your targeted audience. Minecraft got away with not-so-top-notch graphics. But it feels like the target audience for your game will care about having some good graphics.
2. There are a lot of things happening in a shooter. And all those things have to happen at "low" latency. From a networking point of view, this is extremely extremely demanding. Quite a daunting feat for a lead developer with no programming experience.
As for the multiplayer, does it make programing multiplayer easier if I alter the design to suit an 8 player match or is latency just a pain no matter the number of players?
Yep. Networking and latency is a colossal amount of work for a shooter even for 2 concurrent players.
Thanks again for the feedback, with any luck I can get this design to a stage where its approachable, achievable and actually moving beyond the conceptual stage.
You are welcome! Good luck!
![:)](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png)
I would urge you to start making games asap. Make singleplayer games, make tech demos etc. I know the feeling: you don't want to waste time and effort on something other than your "ultimate vision". I had the same problem when I started. But it is well worth it: you'll learn so much from making a game from start to finish, pick up programming skills, and might discover ways to modify your "ultimate vision" (mine changed a lot in the process).