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Online vs Offline games.

Discussion in 'General Discussion' started by II_Spoon_II, Aug 23, 2018.

  1. II_Spoon_II

    II_Spoon_II

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    Hello,

    I see that alot of people (majority) say that developing online games is harder because of networking.
    That's right, but still, I think with a humble opinion (I am not an expert or so) that building a game that can make people play it for too long (months to years) it will be easier with an online game, because you don't have to create the levels, you can ofc add features/game modes to the game over time, but still, not as complex as coming up with new ideas for levels.

    Without forgetting that the online games offer alot more profit than an offline, even if they are sold for free, competition pushes player to pay more,and the top players will always keep paying to stay at the top, and you can always add something to the game that makes players pay for it, even if it's just a character skin.

    Am I wrong with something?

    How I said I am not an expert, any feedback, ideas or opinions are accepted, looking forward to hear you out.
     
  2. Ryiah

    Ryiah

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    One major downside to online games where players create their own content is having to curate their content. Creating your own levels is a one time deal (other than providing support if a player reports a problem) but you'll have to constantly curate their content. You might be able to automate it but that can lead to yet other problems.
     
  3. II_Spoon_II

    II_Spoon_II

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    What do you mean by create their own content?
     
  4. Ryiah

    Ryiah

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    You were talking about not having to create your own levels for the game. If you're not creating them who is?
     
  5. BIGTIMEMASTER

    BIGTIMEMASTER

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    If I wanted to get big time rich from a game, I'd make it multiplayer.

    But if I hadn't already made a handful of successful singleplayer games, I wouldn't waste my time trying to make something more complicated.
     
  6. Antypodish

    Antypodish

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    I think is referencing to modding? But modding can exist by its own. Depends how much modding is allowed.
    Running servers, even just for storing leader boards also may imply hidden cost. You need do backups. You need ensure, there is no hacking involved. Game does not allow to cheat etc. Specially with mods, where you expect to get paid at the same time.
     
  7. II_Spoon_II

    II_Spoon_II

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    I ment like it may be a small playground where players spawn and play in just small space (Royale clash for exmple)
     
  8. Antypodish

    Antypodish

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    I suppose something like IO games is suitable.
     
  9. II_Spoon_II

    II_Spoon_II

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    Yeah agreed, tackling a multiplayer if you haven't made a bounch of offline games.

    Yeah you are right, seems like a full time job to make a multiplayer even after releasing
     
  10. BIGTIMEMASTER

    BIGTIMEMASTER

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    It's a full time job making even a simple offline game.
     
  11. II_Spoon_II

    II_Spoon_II

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    I meant after the release
     
  12. II_Spoon_II

    II_Spoon_II

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    What about a sandbox RTS game?
     
  13. Antypodish

    Antypodish

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    Is not that you can just release online game, let it be and just sit and watch cash flow. You still will be involved. For simple, even responding to players and bugs reports. Assuming you want keep good reviews and cash flow.

    If you build reliable system, there is no objections.
    But RTS even more demanding. May involve determinism, prediction topics and larger data packages sending over network.
     
  14. II_Spoon_II

    II_Spoon_II

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    Yeah I am aware of that. not expecting it to be easy.

    If the player only sends actions to the sevrer and the server applies the movement on the players screen will it make things a little bit easier?
     
  15. Antypodish

    Antypodish

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    There is no such thing as "easier" way. specially in networking case. Instead there are different challenges.
    Sending large packages and exposing players to potential high latency.
    Or rely on sent inputs, but dealing with determinism and predictions.
     
  16. AndersMalmgren

    AndersMalmgren

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    I wish I had full time to spend on my MP game :D
     
  17. II_Spoon_II

    II_Spoon_II

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    I prefer the second one, anyways I will see how far I can go, I am not in rush I know it will take months, but making games is fun for me (as a sfotware developer) I do it because I love it, writing those line of code then seeing them work when hitting play in Unity is such a pleasure.
     
  18. Ryiah

    Ryiah

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    If you enjoy programming you might try procedural generation for the levels.
     
    II_Spoon_II likes this.
  19. Antypodish

    Antypodish

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    Sure, good luck.
    Don't forget, there are numerous available solutions. Check asset store and github. And search beyond as well.
     
    II_Spoon_II likes this.
  20. II_Spoon_II

    II_Spoon_II

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    I have already made alot of offline games, but never online, I wanna learn more about the making of multiplayer and the game idea I have won't be fun as single player, it's like a startegy/board game, facing people intelligence may be better than machine intelligence I think. :)

    Yeah thank you :) even tho I struggle to find what I am really looking for (RTS built for Photon) even tho I want be using any already made scripts, I will build my own cause the ready ones sometimes do make things more complicated, a model may be useful to know what you'll need for your game, but hey can't complain, not easy to find such a thing, I will try to figure it out.
     
  21. Ryiah

    Ryiah

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    Procedural generation is not at all restricted to offline games. Fortnite, for example, uses a combination of hand-crafted and procedural content. When generating the content you have the server determine the seed and parameters then send it to all of the clients for them to generate their own copies of the exact same world.
     
  22. Joe-Censored

    Joe-Censored

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    Multiplayer game levels aren't inherently any simpler than single player game levels.
     
    AndersMalmgren likes this.
  23. II_Spoon_II

    II_Spoon_II

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    Oh okey, I got your wrong at first sorry ^^ (not very familiar with all the terms).
    I understand now, and actually it may be helpful to avoid makinge the "sandbox" boring, I will definitely look into it :) seems complicated, but hey learning new skills is always benificial.
     
  24. II_Spoon_II

    II_Spoon_II

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    Well, now that everyone says so, I think my opinion wasn't correct, thank you all for the clarifications.
     
  25. Murgilod

    Murgilod

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    If you're only making games to maximise profit, just get a desk job instead.
     
  26. II_Spoon_II

    II_Spoon_II

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    No, I have never thought about publishing my games till now, I just make them for fun, and I am not sure my games are good enough to compete in the market, I started this multiplayer project just to push myself further.

    And I can't get a desk job unfortunately since I am still in university x)

    I won't considering making games for profit until I finish my studies at least, and believe me, the profit from games is better than the salaries in my country xD
     
    boogiesmitty likes this.
  27. HarBenly

    HarBenly

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    Hi.. Has anyone heard about the sheppard software? A teacher in my school kid was suggesting it for children development (who have an eye for tech from the early age)

    Though the reviews are just okay. Not sure about it still. Anyone here used that or could recommend any other platform for children's learning.