Project Overview

2 minute read

Projects

Unnamed Multiaplyer Game

We’ll codename this shortly the repo is called SMPGame for now.

This overview is a W.I.P and probably should be rewritten as a dedicated overview but for now we’re recycling the Overview section from our Open posistions page.

Overview

Project: The project is highly ambitus which may be overwhelming to some, I personally subscribe to a go big or go home mentality. The game is FPS, it’s just what I know and what holds my interest even if its over-done. It’s the concept I understand the best.

Currently implemented:

  • Engine Chosen
  • Art-style loosely chosen.
  • We are using GIT for VCS, the project structure of our engine lends itself well to being versioned in fact, our basic project with a handful of assets our repo is only ~130MB I’ve seen some engines take 3x that just to create a project.
  • Note the repo isn’t on a public service yet I maintain an internal repo, that i will push to either Github or Gitlab i haven’t decided yet which one is going to fit best probably Github for better LFS support.

Our talent: Well I’m currently the only team member, the less members required to accomplish the project means more revshare. That said, I’m a jack of all trades

I can do:

  • Some 3D modeling
  • Some Coding
  • Some Level design

I’ve also been collecting both free and paid 3D assets for years I think i have like 20GB of them at this point. some may be useful some may need a reskin some might not work for the art style.

Future work:

  • One of the downsides of the engine is we will somewhat need to roll our own netcode/multiplayer. However there are some existing code examples available for that we are evaluating. and since we can easily drop in almost any C# library without the engine complaining too much the sky is kinda the limit.
  • A lot of discussion on the best ways to design the project for example.

    • FPSArms vs FullBody ?? each have their challenges in multiplayer
    • Bullet (Projectile) Physics
      • RayCast is cheap but gets complicated when you need bullet drop
      • Rigidbody Projectiles are more accurate but have to be managed in multiplayer so you don’t end up with 100k entities.
    • Repeatable texture skins
      • Weapons
      • Characters

Theme: The game theme is very much in flux we should probably get basic functionality working before designing them theme too much.. but the two ideas I’ve personally tossed around are

  • Modern Day Civil War
  • AI vs Human war

Length of project: Actual development? not that much I’ve spent most of the last few years learning game engines and the basic concepts. But I’ve been brainstorming the project for about 5 years. as for how long it would take to complete that depends on how many team members we end up with.

Updated: