Quote:Original post by The C modest godQuote:Original post by superpig
A networked 3D shooter or something? Sure, perfectly doable in a year.
You think?
How much time and how many people worked on battlefield 1942 for example
I don't know how much time or how many people were involved in the creation of that game. But I'm sure that it would take you more than a year to achieve this by yourself. Such a game requires more ressources that one person can provide during that period of time.
For a quick estimation... I met a guy that had a small studio and they had a team of 20 programmers and the developpement took 2 years (say about 48-50 weeks of work a year) it means 80000 man hours. Now say that you want to accomplish this (programming only) by yourself it means that you will have to work a bit less than 1600 hours a week (80000/52) over a complete year... and I didn't mention anything about overtime and those who had to come to work the week ends and other "free" hours. Then you have a game that you can't play because there is no art, no characters, no maps... So this is a lot of work for one person ;). If it was the kind of quality that you wanted to achieve... you might want to think smaller than that... unless you have 200 hours to put on that project every day for a year.
Otherwise you could think smaller... so now it all depends on how much time someone wants to work on such projects and if you can team with other people. It doesn't need to be as optimized and polished as games that you would sell. Since this is something to put on your CV to show you completed a project and can work with 3D API you can cut corners... don't support the newest video cards features, the artwork doesn't need to be extremely good quality.
If you can, I would suggest you to use a free/open engine. I had a course in which we had to make two games as homeworks during the semester, a MUD and a 3D game. For the 3D game we used an opensource engine and that really helped a lot mostly because it was already developped and tested (and maintained by a community). Try to use as much as possible third party libs... in an efficient way (if it takes too much time too learn it than to develop it... you shouldn't use it). We had 1 month to show something playable to the teacher (2 month for the complete project). So we had a first person game where you had to find cubes in a map and to shoot them as fast as possible. This is what we had time to achieve in 2 month with all the work needed using (and learning) an open source engine (3d modelling of maps, guns+hand, sounds and music, programming and all the artwork needed for the menus and others...).
We were 3 working for 2 month (plus the homeworks needed for the other courses that I'm sure you'll get too) and we achieved something that is really really far from a commercial game (and one was really experienced in 3D modelling).
Usually those school projects are there so you have something to show to employers and prove them you can actually be good to something so using third party libs will show them you can work with the code you didn't wrote. Also, it might be a good idea to team with others to make such a project. Making yourself the project manager would be something interresting to add on your CV too.
JFF
EDIT:Also that project helped me get a job in the industry.