Hey all.
I’m not completely sure if this is the best place on the forum for this post, but it relates to many areas so no problem
I’m now developing a 3rd person shooter demo and working with an art director colleague to get it done. I’m partnering with a BD manager and we’re aiming to get funding early next year. I’d like to hear people’s opinions on how big you think the team should be and how long you would use to develop this game to first release. Here’s the general overview:
- 3rd person shooter - future sci-fi theme.
- Online mulitplayer only (8 vs 8, death match, king of the hill, etc)
- PC only game (at first release). Not to the complexity of AAA games or Halo etc, think closer to Cross Fire or Counter Strike.
- Free to play, uses micro transaction to generate revenue (weapon upgrades, avatar customization etc).
- Similar size and complexity to that of Cross Fire (PC online game).
- Graphics will not be super, ultra, next gen.
- Aiming to include low end PC compatibility.
- Will include 5 maps at release. Not large, 4 vs 4 teams. (Same size as smaller maps in Halo).
- Will have a user sign up screen, quick training game, list of game room screens / match finding ability (no need to choose server, then zone, then lobby etc), ability to add friends, chat, VOIP, scoreboards and statistics tracking.
- 2 game modes at release - death match and king of the hill.
- Build using Unity and possibly Electroserver / Photon. Though could build our own server tech, please give me your opinion on how long for both. I’m tilting towards using an already built server package, not building our own.
- Item mall and ability to pay for in-game currency (paying for items).
- XP leveling system set up (going from Rookie to Sargent means you can access a new map, weapons, avatar customization etc).
- Will be published and operated by an already established publisher, we’re just doing development.
I know this is very vague as I don’t want to go on for pages and pages And obviously there’s a lot of smaller details that aren’t clear from my description here. Though my questions are:
- Does anyone know of a similar size / style of game and how long it took to build and what the team size was?
- How big do you think the team needs to be in order to have this game done in a year and a half (to first release)?
- Do you think a year and half is too much?
- How many artists, animators and programmers would you assign to this project?
- How many people would you have on the live team (doing updates, bug fixes, adjusting based on feedback etc)? - Programmers and artists.
There’s a bunch of points in there that I haven’t added, I know, please let me know if I can fill-in any blanks to make it a little clearer.
Great to get the community’s opinion on this, and thanks in advance to any replies
-M