Hi all,
I’m currently working on a fantasy RPG game and one of the features I need is to have my player recruit and command npc villagers to construct buildings…then get to work. some features needed are resource buildings and military buildings. I would like to have the buildings “look” as though they’re being built over time. I already had the suggestion to create various versions of the building phase n just make an animation of it. How should I start? Is my idea too much? At the very least I need npc resource collecting villagers, and to understand how the mechanics work. BTW I bought Playmaker so I can make FSMs, just need to know how to implement them.
Basically, if you can imagine it, theres a way to do it. That said, doesn’t mean it will be easy.
Do you have experience coding in Unity? Are you using a template system? Have you any prior experience with the development pipeline as thats essential to understanding the intricacies of exactly what you need to make your ideas work.
I can give you some pointers if you’d like.
Where exactly are you now with this project?
if u are one guy, i’d say be careful. this is a HUUUUUGE job and the number of skills needed will just keep counting upwards.
Programming, modeling, texturing, rigging, animation, UI , particle effects most likely and some other texturing skills for backgrounds? Its alot.
IF u feel a chill go down ur spine when reading all these, i’d say maybe start easier. Ive done the mistake of starting large games because i was unexperienced, it killed my motivation for like 6 months because i kept hitting walls. Now im back and we are doing REALLY small games, usually 2-5 day ones.
Unless u have a team of good 3d artists and animators id stay away from 3d games, they take alot of time to do. I’d love to do one, but it requires me to learn so much before i can even produce something thats worth selling, so no.
The idea is good, i like RTS RPG games alot, played the hell out of alot of them, but i alsoknow they require alot of effort.
I would say that you need to start one small bite at a time.
Break down your game into manageable tasks. Seriously write a list on a piece of paper.
I think that one of the most important parts of a prototype is to get the character control system right. People may forgive bad visuals and graphics, but they will not forgive bad control systems and are likely to put down the game if it displeases them. This would be my first task. It will teach you a lot if you are very green and just starting out.