Any insight into Unity’s claim is appreciated; Thank you.
I am a bit skeptical as to this claim. One of the most common things I have read when it comes to multiplayer, is to design your game with multiplayer at the BEGINNING. That adding in multiplayer “at the end” is an awful experience.
However, on Unity’s own website they claim it requires “few changes to your existing code”. It implies that it is “easy” (whatever that even means, as we all know even a small feature in game development can be very hard to implement).
Right now, I am interested in making a simple 2D game featuring multiplayer with up to 2-4 players. The players walk around harvesting 2D objects and attacking by holding spacebar. Pretty simple stuff. Preferably, the multiplayer should be hosted by one of their client, not an individual server. From what I understand, Unity’s networking is made for that kind of small-scale multiplayer, correct?
However, I am trying my damned hardest to make the game’s scope as small as I can. The idea of multiplayer just makes that “small scope” explode to something much larger. That is a huge no-no for someone who just wants to finish a game.
This is especially true when I could simply do on-screen local multiplayer (via split-screen [2 cameras], or via multi-monitor support (two monitors, one for each player). Although I’m not sure the difficulty of the latter in Unity (I’ve never even seen any mention of multi-monitor support in Unity.)
My initial idea was to make the scope as small as possible- and then AFTER that small scope is finished, if it warrants it, add in additional features or content (enlarge the scope).
The idea of finishing the game first singleplayer, then adding in multiplayer as Unity suggests (with an implication that it is easy) sounds perfect. However, that is contrary to all advice I’ve ever heard (from people who may or may not know what they’re talking about) and I am extremely skeptical as to Unity’s claim.
I have plenty of programming experience and have absolutely no problem recreating a game on the scope of my current project (all features and mechanics, I know 100% how to accomplish, so the scope is within my ability to do easily)- however, I have very little networking experience. Part of the reason I postponed my other project is because the scope was too large (why I think I lost motivation, as things became difficult to implement) and I needed to tackle something I knew I could do (implementing a game of a scope which is easy for me)…so I don’t want to end up losing motivation as my brain melts learning complex networking. I have no problem learning simple concepts or well documented features- but the more difficult it is to implement the more it drains my motivation (at least in theory).
I also take development very seriously, so if there are any preferred multiplayer networking assets in the asset store- I am more than willing to dish out the money to make my life easier in this regard. I just assumed none of that would really be worth it, seeing as how most of the work will be in the client telling other clients what data it needs to know to update their game. Assuming I used Unity’s default networking, and assuming Unity’s claim was at least partially true.
