Hi Unity3D forum, I am new…I’ve read a lot in Unity3D forums thus far and I have a few questions…
I’m looking for suggestions on what would be the best practices on thinking about how I should structure my code/libraries with Unity3D when starting on a project that is to be scalable.
My initial release of the game will be just for mobile devices, then as I find things that work for gameplay, story…I would expand to desktop applications on Mac and Windows and finally deploy on Wii, XBox and PS3. I am aware of the difficulty of licensing with game systems…if the game was a success I would accept selling the project etc. This will be a long term project anyways.
I was wondering what would be some things I should be aware of so that my mobile game can be scalable from the beginning to more advance systems. My 3D model program will be Maya. The final game will be a MMO/FPS multiplayer game with different equipment sets etc. When the game is played on a mobile device I am considering using a PHP, MySQL option which will allow a way to interact with their desktop/game system deployment. Such as, moving map items, inventory…choosing a skill to work on. Limited stuff on the mobile app side.
I’m looking at using SmartFox as my multiplayer server…seems to be a lot of people using this. Will SmartFox get me all the way to multiplayer MMO or FPS on a game system? I may use a free one to practice proper ownership multiplayer thinking in the beginning if there are good ones out there? Only one I saw mentioned on forums so far is ES5?
If I want for my game to run well and still feature a lot of 3D objects/art on a mobile deployment should I build my models with varying poly counts (low - mobile, medium - game system) with scaling to larger systems in mind?
I was looking at playing with some components for unity such as Detonator and others that I find. Are there any pitfalls I should be aware of using components/plugins etc? With scalability in mind.
Thank you very much for your time and suggestions, I am generally looking for good coding/development practices I should be aware of. Are there things I should stay away from such as using Object2Terrain…as perhaps it won’t deploy well to certain platforms. Are there some things such as working with plugins that will turn into headaches and stifle progress on core of the game? I am kinda looking for the vets to say, “here is a good “box” to play in.” Almost a set of guidelines seasoned developers would like to see in the code and in the models if they were passed the project. Basically the proper way to do things…as if there is one
Thanks for your time and input. Hopefully this will be a good topic.
Regards,
maconbot