16 minutes ago, 1024 said:
It won't help you? Why not?
Think about this: you have your dream game idea, right? Now tell me, do you want your dream game to be made by some beginner with no experience whatsoever? Of course you don't. You don't even want your forum question to be answered by someone with no experience. Your dream game deserves to be made by someone who knows what they are doing. So go do something else, make "a lot of small games first", get experience, stop being a beginner, and once you know what you are doing, then go make your dream game.
Plus, since you will not care that much about the small games, you can use them to learn, experiment, and make all the mistakes that you will not make later. All in all, they definitely will help you.
This is one of the best replies that can be given to this subject, and handled so very well.
Re: Bilbo92.
If I were in your shoes, and as driven to make an online game, then here is how I would do it...
Take a look at Atari's Gauntlet and explore the development of that game. Its two main selling points were cashing in on the D&D craze of the 1980s and delivering the best example of its time of a multi-player game.
Doom is obviously an important game, but its sometime overlooked as the greatest leap forward in gaming since Gauntlet. Doom was also inspired by D&D and had multiplayer, but now it was a realtime 3D game with more than just four players( I think was something like 16 players. ) over a network.
Who remembers Everquest? Is that still a thing or did WOW wipe it out? I'm not sure. What I do know is that Everquest was blatently inspired by D&D and then supporting an entire online community inside a single game. Wow. No pun intended...
There is a pattern forming here...
Basically, you need to start at Gauntlet and support the game with just a handful of friends who want to chill out together and have a good blast. Worst case scenario, your players will end up with mutliple gamepads sat around the same computer. Best case is an online lobby room where players can chime in at anytime so long as a game is playing...
If you are part of a 3 person team, I think you can pull this off in Unity. You handle the game design and unity stuff, a programmer to worry about the C# code and network/internet complications and finally an artist/musician to focus on all artistic assets. How long will it take? Totally depends, but so long as you are not complete strangers to your fields and hard working and fully committed, then I'd say about a years work, possibly two.
I hope this helps.
Steve.