The genre i’d love to tackle the most, is a massive multiplayer medieval strategy game (mobile). Something like Kings Empire/Kingdoms of Camelot, but with stronger social hierarchy/interaction. I read daily about hobbyist indie developers, who jump both feet into developing their first project, targeting complex FPS’s, RPG’s and even MMO’s, and ever even getting through the half point of the development cycle.
So ive started with a much smaller project, dropped it, started an other one, dropped that too, and now working relentlessly in the 6th month of my current project, where things are coming along nicely, expecting to release by the end of the summer.
And i dont know what my next project will be, but would it be crazy to consider an MMO?
I am currently a freelance animator. Can easily build low poly models. Can handle lighting and texture baking. Usually outsourcing 2D artwork and 3D textures.
I also have a bachelor degree in programming/computer science, so i can write servlets/server side logic, and game code itself
If i could multiply myself in 5, i would definitively do it. But if that plan falls through, what kind of a team would be required to build a mobile MMORTS. Is it even possible to complete an MMO with a small team? Has anyone tried it and is it maybe a better plan to keep building smaller games as long as i can?
Have you written any kind of networked multiplayer game before? If not, do at least one of those first. Then, when you know the challenges there, imagine them where there are 5000 players (or however many you want to support) online at once.
I’d also say to do a bunch of small games first, as per the sticky about “can it be done” and “I’ve lost my way” at the top of the gossip section. Even if you’re already a confident network programmer, I’d also want to be a fairly confident game designer/implementer before starting a multi-year project.
It can be done, but it is very ambitious project.
Have you done networking?
How much experience do you have with software development?
How skilled are your team in server-side development?
How skilled are your team in client-side gaming?
The answer to every ‘Can it be done?’ and ‘I’ve lost my way’ post.http://forum.unity3d.com/threads/184797-The-answer-to-every-Can-it-be-done-and-I-ve-lost-my-way-post
So the key is rapid delivery of small projects?
Not really. Little projects help you build a better understanding of how to construct a decent project architecture, but doing 10 small projects is not going to make you any more successful when you start working on your main title. It will probably mean you get further than most, but its not guarantee of success.
It really depends on experience, commitment, and ambitions for the game… and of course, your motivation to work on a project that is likely going to take you 1+ years.
Creating a space MMORTS, where the most detail you get is a few blips on a radar and a handful of low poly ships, yes, I think this would be possible for a small team. You will still face all the MMO challenges except for the biggest one… content… If you are wanting to create rich worlds (thinking wow, guildwars, etc), I wouldnt even bother. The requirements for content is far too heavy for a small team. Even large teams fail in this category.
Isn’t that a contradiction?
As you say, it doesn’t guarantee success, but nothing does. As you say, it gets you experience with architecture, and I’d like to add design (both game and software varieties) and implementation as well. Perhaps most importantly, it gives you opportunities to discover “unknown unknowns”. Between all of those things, I’d say it makes you considerably more likely to “succeed”… whatever your benchmark for that happens to be.
I wouldn’t worry too much about “rapid”, though. It doesn’t have to be a rush job. It should be a “short” project by virtue of simplicity rather than the speed at which you develop it.
As many others suggest, identify the components of your dream game and make pieces of it as standalone titles. Never used Unity for networking? Make a networked Space Invaders (or other simple game) clone, tick that box, one less thing you need to learn from scratch for your big project. Never done a resource management system? Make a simple game about managing resources, tick that box. Not entirely sure about the most fun way to make combat? Try it. And so on.
I guess it is… im tired! I got a 4.30am wakeup call this morning… thanks for pissing on my wife in bed this morning btw dog. youre awesome. no really!
I think I just missed a few important words… let me try and decipher what I was saying… lol
Doing 10 small projects should make you a better game developer (potentially)… being a better game developer will increase your chances of finishing a large project (potentially).
I just dont want OP thinking that finishing a few small games is going to ensure completion of a large project.
I can cook dinner for 5 easily, but not 50… and i’ve cooked thousands of meals.
If you can get 32 players going for cubes in a cube world then you’re probably going to get further, otherwise set your sights on something cool and artistic that isn’t multiplayer.
Huh? o.O
Agreed. It’s just good to build towards larger projects.
haha TMI maybe?
yes, agree there is no negative to building smaller projects.