That's the problem - there's no such thing as "an FPS" What you can do to a certain extent is comparing game features / gameplay elements. For example, a first person camera systems seems (to me) easier to do than a 3rd person view. For one thing you never have to worry about where to put the camera in crouded space. Also the additional movement capabilities in first person games are usually restricted to jumping and crouching, plus you may not even need character animations for them. Compare that to what a Sam Fisher can do... But of course not every 3rd person game needs to offer as many abilities as Splinter Cell, so their camera system may not be sooo much more complicated than a first person camera. All in all, the really important question is what features a game offers. Does it need a good and possibly entertaining story? Then you probably need good cutscenes (ingame or rendered) and possibly good dialogues, both of which takes additional time (though it might not take that much time to implement them technically). Does it need good enemy AI? Splinter Cell certainly needs some convincing team AI, Serious Sam not so much. Does it need state-of-the-art graphics? That can really burn time. Should the player be able to customise his character (in terms of abilities)? Then you need time to balance them. Do you need a quest system (RPG)? Designing quests can potentially become very complex, especially with inter-dependencies between quests. Can burn a lot of time with playtesting and debugging. What about networking? Just take the individual parts of the game you want to create and "analyse" them. That will give you a better estimate of what it will take than judging by its genre(s) alone. (责任编辑:) |