Hello everybody. First post here ?
My question is pretty much in the title. I have a strong idea for an arena battler that's close to my heart. I've been writing and polishing the design document and the maths behind it in my free time for years now and am very convinced that it would make a both accessible and mechanically interesting game. Now I want to take the next leap and get into programming, which is also the biggest hurdle because I have next to no experience (ca. 100 hours in C#), though I'm not completely new to PC game development (I designed levels for 1st person shooters and maps for RTS games, but up to now I always had quality premade tools to work with).
I don't want to develop it as a mod in order not to give up any control over it, so I thought about coding it in Unity. I'll have some help with art assets, music and sound design from friends, but in general (especially design-, engine- and programming-wise) it's a one-person-project.
So you see I'm pretty serious about it and I expect this to take many more years which is OK because, well, it's a hobby. But I don't want to be unreasonable in my expectations. I know I will have to develop SERIOUS programming skills almost from scratch and that the workload will be high, so I'd like to ask some of you with real experience what I'm getting myself into. Is a project like that possible alone, and in what ballpark would I be in terms of workload? Like, in what time scales (in terms of total hours) do I have to think here, by and large?
In the end I'm much more interested in the mechanical side of it, so if it ended up pretty bare-bones in terms of production values, that would not be that much of a loss for me, even if a nice presentation is preferable. As of now I'm aiming for a Warcraft 3-kind-of level of detail. Server-based online multiplayer, one map with about a dozen interconnected arenas. Turn-based tactical multiplayer combat between up to 10 players and a roster of about individual 30 fighters to choose from that can be further customized with equipment. A certain degree of destructible terrain and some physical effects like collision dynamics would be needed, too, for the concept to work.