Herman is right - before you port anything, you should definitely run through the tech first to get a feel for the SDK and Platform
I guess my question is, does SpatialOS is better suited for non-traditional mutiplayer or is it flexible enough to do the usual kind of FPS "lobby’ system. Am I limiting myself needlessly by sticking to traditions?
Personally, I believe that traditional lobby systems are less appealing when you have the power of multiple game engines at your fingertips. You could implement them, but it’s probably a little more fun to build a seamless world and see where that takes you! For example, you could have some of the debris from battles persist, proding an evolving terrain for players to navigate.
Also, is it worth spending the time to port a game, or should I start something new?
Maybe porting the game would be a good learning exercise. (Keep in mind I’m a lonely dev working for fun)
Our Unity integration is well-supported, so you’ll be able to use all of the Unity functionality you’re used to. I haven’t used Photon extensively, but I’m sure you’d be able to re-implement everything. The APIs are fairly different, though, as you’ll find out!
At a very high level, you’ll need to create a new SpatialOS project (start by cloning Hello World or Pirates), port any sychronized state to our Schema language, and divide up your game logic between UnityClients (client workers) and FSims (server workers). Once you’ve done this, you’ll get world persistence and the potential for a lot more scale for free)!
(Game looks great, by the way!)