#How long would you expect an average programmer to take building the Multiplayer Shooter?

11 messages · Page 1 of 1 (latest)

vivid sleet
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I know this is very subjective and open to all sorts of caveats, but how long would you expect it would take for a junior/mid-level developer to sit down and build something like the Multiplayer Shooter that we build in this course, assuming all the art assets are provided?

Presumably there'd be various things for them to figure out along the way, but I'd be interested to know what people come up with as an estimate.

ruby basin
# vivid sleet I know this is very subjective and open to all sorts of caveats, but how long wo...

Without adding up the lecture times I’d estimate 60-80 hours (245 lectures at 15-20 min each on average). That’s if you do everything. You can skip-some or delve deeper on some sections. So one to two weeks full time. **Edit - lectures add up to 65 total hours. **If you are like me and type/compile a bit slower then it's probably closer to 75 -80 hours. So two normal work-weeks of effort. Stephen is a machine cranking these courses out!

echo ferry
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Well... you can build up on top of that time for research and experiment. Because in course we just make same thing which already finished for us to learn

wintry dirge
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I'll add to what Dot said as well and wager right about 80 hours ish, tossing in a margin for any errors and problem solving that might arise. At least for me things usually don't always work "straight out the box" and there's always hiccups along the road

stiff bluff
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I worked 12 hours a day on this course. I skipped all the optional challenges (except adding a name and adding the chat) and finished with a working game with no bugs at the end and tested it with 10 friends. It took 1.5 months doing that. Hope that helps ^^

distant yoke
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If you simply create a dedicated server and develop a character with shooting and shooting functions, it will take one day. if you make it really very very Simple 🙂

vivid sleet
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There are some interesting estimates here, but I can't square the idea of one programmer making a fairly low-stakes multiplayer game in two weeks with the amount of people I've seen working on projects elsewhere.

Just for example, I've worked as an artist on various small VR/AR projects that aren't anywhere near as complicated (just immersive experiences with limited interactive elements), and in those situations I'd be working alongside two programmers for 3 months to get the work finished, with one programmer doing more systems-based things and the other doing more animation-relevant things and technical art.

I can imagine that debugging something like the turning animation bug that required changing the NetUpdateFrequency and SimProxiesTurn() might take a couple of days to get around if it's a new problem. On the other hand, people obviously get faster with experience so maybe the time comes down again.

Maybe there are just too many factors here, but it'd be good to hear from anyone with concrete examples of things programmed, even if not multiplayer.

@stiff bluff I'd say that's impressive, I've been doing around 6 hrs a day, and it's been around 3 months so far but I'm only around 2/3 of the way through (I'm taking really good notes though).

ruby basin
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Making a real game takes much more time. For this course, I’ve put about 40 hours of effort in so far (over the last two weeks) and I’m half way through (at ammo section). I’m an experienced programmer though but relatively new to gaming (started exploring gaming and UE last August)

stiff bluff
analog heart
dire dove
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I’m a special case (school and I’m dumb) but I started in July and I’m still doing the course I have like 28 lectures left. Lol. I’ve learnt so much though