Can a TRPG like Fire Emblem be created using Unity?

Hi friends :), this is the link for the gameplay section of Fire Emblem Awakening: Fire Emblem™: Three Houses for Nintendo Switch - Nintendo Official Site

The game consists of:

  • moving 2D sprites on a 2D map (level)
  • limited 3D battle animations
  • the story of the game is primarily delivered via cutscenes with 2D portraits and textboxes

Is a programmer who is familiar and has successfully delivered game projects using Unity able to create a TRPG with Unity? How technically difficult will this game be develop for a fresh dev studio with around 6-7 full time staff?

I also wonder what is a good estimated budget for a developing a TRPG similar to Fire Emblem.

Is it possible? Sure.

However, asking such a broad and high level question suggests that you should get started with something smaller first. Walk before you run, and so on.

Twice as expensive and 1.3x to 1.5x as long as planned.

Really? Maybe I suck at time management but I always experienced time costs 3x as long as I had hoped at best.

And as for OP, sure anything is possible.

Before asking everyone that question, think by yourself… what are the things that Unity CANT do. Then decide whether this is the right engine or not. Im sure you will figure out which engine is best for you.

Judging by the fact this is a first time question and that it’s, no offense, telling of your experience I’m guessing you are wanting to look into game development and you are running with this particular concept.

First off, welcome!

Unity is by far the best community for indies and the engine has more released indy titles than any other.

That said, if you’d like to get into game design there are a couple things you need to know:

  1. If you aren’t enjoying doing it, it’s time to stop. Games are not a way to get rich quick and making games is not always like playing games. There is a lot of work, a lot of learning, and a lot of problem solving. You will find yourself more than once guffufled over a single error that has you completely lost. But finding those errors is pure serotonin.

  2. Respect the community. There is a wide range of people on the forums from all over the world of all genders, races, religions, and ages. You always need to write each post as though it were a work Email.

  3. Never, ever steal anything. Ever. Seriously, never. Be it code, art, or software people are caught constantly and it always doesn’t end well.

  4. Always show then tell. People don’t care about walls of text. they care about seeing and playing. And no one wants another “Hey, I’ve got this great idea for a game!” thread.

  5. Social networking is always half the battle if you want to do this for pay. If you want to do this for a living you are not going to do it alone (excluding people named “Notch”). Make sure you can communicate your ideas to others well. Make sure you can work with people and can be part of a team.

  6. Start small. You’re not going to make a game on par with Fire Emblem on your first go. Period. You’re talking about a game made by a multi-billion dollar company with a staff of hundreds. It takes a lot more than a team of six to compete with that.

  7. Finish what you start. Do not get GDADD. Get an idea, make a game design document (GDD), code, test, art, test, design, test, tweak, test, polish, test, publish, test. No one is impressed by a game they can’t play.

  8. Keep playing games. It will give you steam, help you rethink, and teach you if you pay close enough attention. Also, you have got to know where games are headed and know what else is out there.

  9. Make your own thing. Fan made games are okay, homages are better, and no one likes clones (especially clones of AAA games). If you aren’t going to do your own thing what’s the point?

  10. Pay it back. You are going to need a lot of help along the way. Make sure you do the same and help others when you can. It also will help instill what you’ve learned.

All that said, I’m an offender of a lot of this list. Especially 6 and 7.

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