Spacegame-early stage, long way gone, need feedback

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ctx890
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Joined: Sat Apr 10, 2021 4:10 pm

Spacegame-early stage, long way gone, need feedback

Post by ctx890 »

Hi!

i work on a game set in space. I am only self-taught and this is my first Unity project.
I am really afraid and i need some feedback from other people who are playing spacegames.

I would really appreciate it if you would take a look.

Link: https://rocketgungames.weebly.com/

Thanks!
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ShortroundDev
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Re: Spacegame-early stage, long way gone, need feedback

Post by ShortroundDev »

Sorry, I'm a little confused. Are the screenshots from your game, or are they concept art? From the description it sounds like you haven't made a game yet but are still in the idea phase, but the screenshots look pretty far along
:geek: :ugeek:
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Deckhead
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Re: Spacegame-early stage, long way gone, need feedback

Post by Deckhead »

Those screenshots look very well done, are they concept art or part of what you've already done?

Based on your description, it sounds like a pretty standard Freespace kind of game. Nothing wrong with that, I've personally put in many hours into X3.
Developer of The Last Boundary and webmaster of IndieGameDev.net
ctx890
Posts: 4
Joined: Sat Apr 10, 2021 4:10 pm

Re: Spacegame-early stage, long way gone, need feedback

Post by ctx890 »

Hello !

Thank you for your interest!

The pictures are screenshots of my game, but i haven't done the 3d models by myself. I will change the description.
By saying that it should feel like a little ( and very tiny would fit better ) mmo, i wanted to say what i hope to finish in the end.

Unfortunately there is still is so much work to be done..
I don't know if you can imagine how much work this needs.
If you think it compares good to Freespace, thank you but i try to let it look more in the way of a little sto..
i have 3 different camera views ( one will be inside), crafting jobs, PvP, an economy.
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Deckhead
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Re: Spacegame-early stage, long way gone, need feedback

Post by Deckhead »

I'm all for shooting for the stars, but it sounds like you might need a reality check.

Firstly, you will not finish this game. Not right now anyway. I'm not saying you shouldn't try, I'd even suggest you give it a go. But come to terms with the fact you won't finish it, but will instead learn a lot along the way.

Second, if you want to attempt this game, dial it back. You can do an MMO but I bet you know nothing about network architecture to support large numbers of players. How about, you make it a client/server game where multiple people can log in at the same time. The server world can be persistent if you want, but I suggest the game be more like Quake. I.e. When the server goes down, the world is dead with it.

Have 1 spaceship and one camera view. That will be enough for you.

Have 1 type of "mission", that will be enough.

If you can get something working where you and I can exist in the same game and do a single "quest" together, you've proved you can continue. Until you get to that minimal game, don't plan an MMO.
Developer of The Last Boundary and webmaster of IndieGameDev.net
ctx890
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Joined: Sat Apr 10, 2021 4:10 pm

Re: Spacegame-early stage, long way gone, need feedback

Post by ctx890 »

The problem what i have is to find motivation. That's why i asked for some encouraging feedback.

i wanted to make something where i and others could have fun with. That's why i tried many things and
it seems to me now as if this game is probably makeable.
You are right, i definitely don't know much about network architecture.
It might look as if i didn't start networking at all.
i can run a server with the unity built-in network. Other clients can connect to.
This is my first network in my game, which acts as the roof.
For the gameworld i use Photon. So the server knows where how many people are in which locations and assign all clients to their
location where they want to be.
This is what i made. I know that this is not a good solution, but i think i can't code/own a single Server which
commands 2000 or more npcs simultaneously in a gameworld set in space with floating-origins, where different
locations are not "walkable" from one to the other side, but honestly it can be that i am wrong with that.

What i have done so far, is, server assigns clients to Photon-rooms, the clients can fly and shoot together, damage calculation is networked.
They can change location. But i need to send many variables of the npcs from the room-host to other clients for the case the host leaves.
So some networking is already done. i ran a WAMP-Server too. I know how to let people register, send confirmation mails,
have access to mySQL.
You are certainly right that i need to step back with some things.
Is this network attempt totally bad in your eyes ?
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