I'm going to create a game...
I'm going to create a game...
I've discussed engine options... and picked unreal. My goals are to build an open-world VR experience with a whimsical style to reduce resource needs. An Ark-like design wouldn't fit well on a 970 in VR. I'm not sure if this is realistic, but it feels right. If I aimed for a living world, I envisioned a 25-square-mile island map, surrounded by advanced cities and towns. It would feature NPCs, a crafting system with item tiers, and an economy driven by quests.
1.) Estimating the time to finalize just the movement, graphics settings, and world setup...
2.) The scope for early access on Steam—how much would I need to finish?
3.) A reasonable price range could be $10–15–20.
Think about Arma 3. Imagine a similar-sized island where every character has realistic physics. Building it cost millions, and it's nearly impossible to finish in your lifetime—even for someone with great skills.
When collaborating, your project would progress much quicker. You’d spend an unreasonable amount of time on it. Your goals are too big to achieve within a practical timeframe. Consider designing a simpler game first to test the idea.
Also, VR games aren't performing well. To get people interested in buying your game, focus on creating a standard PC title instead. Skip the VR angle—it's not worth it. This shows you're serious about a timely release. Early Access is for games that are nearly finished and still need player feedback. Don’t launch an unfinished product there. If you have a strong story and detailed lore, a high-quality indie team might be willing to invest. But the current offer seems too expensive for what you're suggesting.
The issue isn't about the scale, it's about the mechanics. Creating VR games is extremely challenging because you must first establish core player interactions before moving on to maps or worlds.
You're right, creating a game is a massive undertaking. It involves gathering all the necessary elements—assets, voice acting, 3D models, etc.—and mastering various technical and creative skills. The challenge isn't just about effort but also understanding the depth of expertise required across different areas. How many specialists are involved, and what specific knowledge is needed?