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Matthew Fussell

A pretty specific question..?

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So, I have a very... VERY basic understanding of C# and have coded the absolute basic, 1 level platormer before like 3 years ago at college. Yes, I know, Bethesda should have hired me years ago... 

But seriously, me and my friends (Slightly more qualified than I am with coding and game design) have an idea for a game that is similar to TEW 2016, WMMA 4 or on a bigger scale, Football Manager. (Essentially sports management type games) These games are pretty big, especially FM, it is huge and developed by a massive team within SEGA. But, basically, in short, what particular game engine should I go about making a game similar? On a HUGELY smaller scale to the games mentioned, of course. But I just don't know where too look, or how to begin. Being pretty damn noobish, but I'm happy to give it a go, you won't need to tell me I need more experience in this and that, just give me suggestions on where too look and I'll be eternally grateful! 

Thanks everyone! 

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The current go-to answer for people with C# experience is to try Unity and see if it does what you need. I know nothing at all about sports management types of games or what they involve, though.

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a pretty specific question...

He-he. Can you be more specific :) ^_^

 

There is no singular answer. But if you want to use a AAA of-the-shelf and initially-free* game-engine, then you're going to end up choosing between either "Unreal" or "Unity".

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a pretty specific question...

He-he. Can you be more specific :) ^_^

 

There is no singular answer. But if you want to use a AAA of-the-shelf and initially-free* game-engine, then you're going to end up choosing between either "Unreal" or "Unity".

 

Considering those games are more GUI based, would those too not really be the best idea? I've heard Unity's GUI is not great, although I have been aimed towards the asset store before!

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me and my friends (Slightly more qualified than I am with coding

 

 

 

Maybe you should let them pick the engine then. Decide which of you is going to be the Technical Director and make that person responsible for choose the core technology to build from.

 

 

Considering those games are more GUI based, would those too not really be the best idea? I've heard Unity's GUI is not great, although I have been aimed towards the asset store before!

 

 

 

Football Manager is very GUI-centric, yes, but it's _hardly_ outside the capabilities of Unity.

 

Football Manager:

 

maxresdefault.jpg

 

Something in Unity:

 

33wb4hz.jpg

 

 

Then it's "Visual Studio" for you, I imagine. I believe Microsoft still offers certain versions of it for free.

 

 

 

Visual Studio Community is their free, fully-featured development environment intended for hobbyists, students, and (very) small software development firms.

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'Ravo', on 20 Sept 2016 - 5:20 PM, said: me and my friends (Slightly more qualified than I am with coding       Maybe you should let them pick the engine then. Decide which of you is going to be the Technical Director and make that person responsible for choose the core technology to build from.

 

Think this is the greatest answer here!

 

However, if you are wanting to learn and you only have some basic knowledge of 1 language than it wouldn't hurt to explore other languages.

UE4 engine you can prototype something fast with blueprints and require very little coding.

Edited by Navyman

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Although Unity is capable of doing what you want, its support for UI layout is poor and you will spend a lot of time trying to find 3rd party assets to achieve the necessary functionality. It has a lot of functionality for cool-looking FPS UI, some minimal - and complex - support for list views, and that's about it.

 

Unfortunately I don't know a game engine that is suited for this task. As I understand it, the Football Manager code is based on their internal system (i.e. not an off-the-shelf engine), and took a lot of time to develop, possibly dating back to the Championship Manager days.

 

If I was making a game like this, I'd probably dedicate a couple of weeks to picking out the most complex screen in my design and seeing if I could create it in Unity. If not, I'd give up and make it in HTML5 and Javascript, because HTML does have a competent layout engine (as much as game developers whine about it) whereas most game engines do not.

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make it in HTML5 and Javascript, because HTML does have a competent layout engine (as much as game developers whine about it) whereas most game engines do not.

 

I second that.  Typescript and HTML5.  Use AngularJS (or Angular2 if you're feeling adventurous) for all your UI needs, a raw canvas or some library like easeljs or threejs for your interactive graphics needs, SignalR to communicate with a server, ASP.NET Core on the server, a Postgres database...  This could be written so quickly it'd make your head spin.

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