It’s up to you.
My preference is to build for multi-player support from the start. That way you won’t have to rewrite and redesign your code to support it later down the road.
It’s up to you.
My preference is to build for multi-player support from the start. That way you won’t have to rewrite and redesign your code to support it later down the road.
1: make the standalone features or the basic logic firstly and consider to add networking feature in the end?it can
It is can handle the schedule easily, but may have a huge work to add networking in the end
2: considering the networking and Making the BP or C++ at the same time
It is will work fine in the end, but also will spend a lot of time in prototype design
Can anyone tell me how to organize time or schedule ,thx
As a general rule if you are producing a title for network play - you should always begin with the networking and add to that, rather than the other way around.
If you’re building them together or adding networking to an existing game - you can “see” a broken animation, missing collision allowing things to pass where they shouldn’t, scores being calculated incorrectly, etc.
But without solid error handling/reporting for the networking - all of that can be taking place while the network has died in the background and you don’t even know it.
.
Simply put, it is much easier to debug the networking on its own than it is to do after you have started developing the ‘visual’ game elements.