So many decisions…
Making the First Big Decisions
The deeper we got into this project, the more we realized just how many decisions go into building a game. Choosing Unity as our game engine was only step one—immediately after that, a whole new list of questions popped up.
What netcode system should we use?
Should we make our own assets or rely on existing ones?
And if we do make our own, should we use Blockbench or Blender?
Choosing a Netcode System
Unity gives you two main options for multiplayer networking: Netcode for GameObjects (NGO) and Netcode for Entities (NCE).
NGO is beginner-friendly, works with Unity’s standard GameObjects, and supports games with around 30 players or less.
NCE is extremely powerful and used for massive, complex worlds—think MMO games.
Since our game is closer to Fall Guys than World of Warcraft, NGO was the clear winner. It fits our scope, our skill level, and the kind of fun, chaotic gameplay we’re aiming for.
Building the Game’s Assets
Next came the question of assets. Making our own sounded fun and would give the game a unique personality… but we had no idea where to start. We tested both major tools:
Blender — the “all-in-one” powerhouse. Crazy flexibility, endless capabilities, professional-level detail… and a much steeper learning curve.
Blockbench — simpler, easier to learn, and built for clean, low-poly, cartoony styles.
After experimenting with both, Blockbench felt like a better match for the look we want: playful, light, and slightly goofy. Plus, it let us learn faster without sacrificing style.
“Simple” But Not Easy
It might seem like we keep choosing the “easy” option, but the truth is: nothing about making a game with zero experience is easy. Every decision, even the beginner friendly ones, comes with a learning curve, challenges, and plenty of confusion.
But each step, no matter how small or “easy”, gets us closer to building the game we imagined on that road trip.
And honestly? That still feels pretty incredible.