Hello, I don’t post to these forums often, but they have given me great wisdom in the past.
For years I’ve had a side project in my head that I decided to start working on about a month ago. The basic idea is that I am a design snob, my friends are design snobs, and every year it feels like another FPS comes out that looks like it’s going to solve old issues, but it doesn’t. We have a list of complaints that seems to come up a lot, so I always thought it would be cool to make an online FPS that we can tweek whenever we wanted. We have the skills, why not?
Here’s the thing, I have the game 90% functional, I’ve even tested it on split screen a few times, but I have literally no experience with networking. I’ve watched a lot of videos (probably about 15, each at least 20 minutes long), and I go “ok, this looks like no big deal”, but am I missing something? Am I biting off more than I can chew?
Here’s some specific concerns:
- Big maps. not Skyrim big, but as big as certain Battlefield maps, or Halo Reach’s Forge World.
- I haven’t added them yet, but I’m thinking about certain destructible environments
- there is a crafting element and base building element
- I don’t plan to go crazy with particles, but I would love to incorporate smoke bombs, and smoke trails.
- There’s no documentation on private servers for Unity, is it similar to public one?
- and anything else I may not be thinking
Keep in mind, there is no match making, and games will only exist if I text my buds together on a saturday. Imagine a LAN party, but for dude in their 30s that have wives and kids and can’t leave home.
Any and all context is appreciated. Thanks!
