The concept of the game is in the first post on this thread:
Obviously to fully develop a game like that would cost hundreds of thousands, however, after seeing a few vids of what some people (probably very competent people) are capable of using unity in just 48 hours, or 1 week, I would like to think someone could get me started with the following within that kind of time period:
One: 1 main menu for exiting the game, and saving the game, with 4 save slots
Two: 1 level (scene) that is a simple flat plane that is the “home base” with 3 cubes, 1 click able on to transport to different levels, and the other click able on for weapon/loadout creation and the last click able on to transport to firing range.
Three: 3 “game levels” that are again simple planes with just boxes on them to represent enemies/friendlies, boxes are destroyable using weapons (nothing fancy, once taken certain ammount of damage boxes dissapear). Player would be scored at the end of each level, if level is a new high score then the players networth is increased. The first level would have 3 of these destroyable boxes, the second about 20, and the third about 100 (50 enemy/50 friendly) boxes. Different sized boxes would take more damage/reward more points. The time taken to complete the level, and dollars in ammo used to destroy the boxes would also factor into the players score.
Four: In the “home base” level, the players weapon would be able to be modified with the following choices:
- Calibre (options = .22, .223, 308. .50bmg, 20mm)
- Action type (Bolt action single shot, bolt action repeater, Semi-auto, Full auto)
- Build Quality (low, standard, good). Build quality would effect price, fire rate and accuracy
Just these variables for now (obviously there are way more in my idea, but not for now just to get started).
Player would be able to save weapon under a name. When starting a mission they would choose their weapon from a list.
Weapon would cost a different amount depending on the above components, user would only be able to use created weapon in a mission if they had the required net worth to purchase it. Any weapon would be able to be used on the firing range even without required net worth.
Five: A firing range consisting of 1 box that represents each thing in the game (ie, a small box representing a rabbit, a bigger one representing a fox, a bigger one representing a car), maybe a total of 10 different boxes.
Six: When making the above they would use the free version of unity and free assets, and would screen record it all (commentary would be a bonus) so I can watch it and then hopefully copy them to create many more levels, and many more weapon options and add in the 100+ calibers etc myself.
Anyway, I know it all depends on skill, but I honestly have no idea if im looking at 3 hours or 3 weeks for someone average-competent (ie, 100x more competent than me) to do the above