Chicken or Egg?

Well the post has a silly tile but it’s quite relevant.
I am going to start working on my first network game and I need a bit of advice. I have made games in unity before but nothing multiplayer.

Rough idea, a collection of 2d interfaces that players use to interact with a game world.
Now is it best to create the gameplay first and then add network functionality later? Or be adding it in as I go? From my very limited understanding of networking it seems that I can make all the functionality first then add all of the RPC’s later and so all players connected can see what’s going on?

Thanks for any help or advice
Terry

Networking is not something you can add as an afterthought, it requires careful planning and groundwork through-out your entire game. It will touch every aspect of your game: How game object spawn, how they move, how they animate, if you can use physics or not, etc.

Agreed. If you are fully familiar with implementing networked games, it makes sense to build the client as a non-networked game first, but with the right hooks in place. For most developers, it’s far better to build in the networking first, one networked feature at a time. It doesn’t give the “gosh wow” satisfaction that seeing a great UI gives, but it saves an enormous amount of time in the long run.