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Question on Development Priorities.
So Myself and an artist are making a game, And we have our characters, our design document and various aspects of the game working. This is all in one development scene.
Our plan is to have about 50 SP levels, and Multi-player but me being the programmer appear to be going through a priority crisis. My question is this.
I can continue developing the game's SP, But if I continue to do this, Do I risk doubling my work when I start doing the MP Aspect. We have also not decided if we should use Proton, Or wait for U5's new networking system (We have not started using U5 yet).
So I guess to sum it up, Do I program the SP and MP Together, Or Develop the SP first, then the MP and risk doubling my work?
Any advice would be appreciated. Thank you.
you didn't mention another option: develop ONLY for $$anonymous$$P, allowing a single player to host a game, and not invite anyone else to play.
If your going to do multi-player anyway, why NOT do it first and avoid the risk entirely? (Artists are impatient, lol?)
The only issue I see is the game play for SP has a lot of AI, and various other story elements to it that are not needed in SP. But saying that, You make a valid point of just not letting SP be an open game, and I could add the elements into the scene. :D thanks it has given me some bits to think about :).
Saying that, Is it worth waiting for U5's new networking system or going for a 3rd party like Photon.
I'm not a pro, but I think I can tell you what I did and which ways it saved me. Through my education on game engines, I always developed systems & project which I never published the most. The reason I did this was to learn the aspects of the engine with trying everything. So I was developing a fps project, a little story, just to improve myself. Then I decided to make a multiplayer mode to it, what I did was developing the main systems according to multiplayer, and once the systems are done, doing the important aspects seperately. For instance, character system, weapon system, vehicle system, AI, game & level managers, spawn system things like these, I developed them according to the multiplayer mode. Once you understand the logic behind the multiplayer, it is not too hard for someone to remove the network logic and turn it into a local system. This fact helped me a lot, so I wrote all the common aspects according to multiplayer, but the other ones were developed seperately, like story & game-flow elements, camera systems, sound managers and so on. I hope I am able to help at least a little bit :).
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