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Neojac has announced that its Atavism engine has officially launched on Steam. According to press information, Atavism allows builders to focus on the game world without having to be programmers. Atavism costs $70, though builders can snag a copy for $59.49 for the first two weeks of release.
“Atavism allows game designers to focus on making their game and to not worry about programming,” said Neojac CEO Jacques Rossouw. “In fact many of our clients have been able to have a prototype within a matter of weeks. You don't need to have a million dollar budget any more to develop an MMO game. Our team, along with Unity, has already done most of the heavy lifting with pre-designed plugins for every system. All you need to do is setup what stats you want to use with them.”
Check out Atavism on Steam.
Comments
"As we have been working on this we have had over 400 Development Companies test and use Atavism already in the closed Beta release to polish and make sure Atavism meets the needs of what game developers want from a engine like this."
Whoa! Very cool! But... hmmm... this is a Starter License! Aha! I found the catch!
STARTER LICENSE (This Package on Offer in Steam) $70 (USD)
- 200 Concurrent Users
- All of the server code is compiled, with exception to configuration files. This build allows for developers to quickly develop a MMO within Unity by using the GUI (Graphical User Interface).
- Base Build Licenses includes: Chat, Quests, Skill System, Basic Combat, Pets, Mob Spawning, Factions, and all plugins listed below. You also get a demo setup which includes 2 characters, login and character creation scene as well as a pre-build island to start with.
Wait... that's good news, too. WTF, man? Where's the buggy 'but it's alpha' early access sales? the flounder packs? You're coming out the gate with a working product? Is that even allowed these days?
All kidding aside, mad props to you for all your work on this, Neojac. Good luck!
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Company Owner
MMO Interactive
Company Owner
MMO Interactive
I haven't touched it, and I don't intend to. But my word of advice to anyone considering trying their hand on creating their own game; Build your game from scratch, or license a game engine with less strings attached. There are a number of solid engines out there you can even use for free and only purchase a commercial license when you're comfortable with it (which, by the way, will cost you a whole lot more than 70$).
The latter you can even do for personal entertainment purposes, and trust me it can be quite fun and educational if you follow the whole process.
Key Features
As we have been working on this we have had over 400 Development Companies test and use Atavism already in the closed Beta release to polish and make sure Atavism meets the needs of what game developers want from a engine like this. With that we have already developed over 18 different plugins that allows you to customize your game easily without any coding and linked them into a Editor that you open up in Unity for easy access. Here is a list of some of the plugin features that's been developed.
....<snip>...
- Includes Veteran License & Starter License
- 1500 Concurrent Users
- The Expert Build License is same as the Veteran License, but with up to 1,500 Concurrent Users.
I think there is a game that needs to be added to your list. How do I submit this?
First, let us say thank you for taking the time to help us to maintain an up-to-date Game List. In order to get a game listed, whether you are the game's developer or just a fan who thinks the game belong here, there are a number of steps that need to be followed both in making sure that the game meets our requirements and in getting us the information that we need in order to list it:
Does it meet our requirements?
So, what do we need in order to list the game?
When submitting a game to MMORPG.com for review for our Game List, we require the following:
...
So, for $600 you can now buy a developer kit that gives you a game that will get you listed as a developer on MMORPG.com.
All you need is a 'professional website' (gee if only there were tools for that too huh?)
MMORPG.com - you want to look at those rules yet?
Considering there are players who will spend $3500+ to get 'fame' by owning an inn, an island or a 'dragonwhale' I wonder how many will be prepared to pay $600 to get their own game and sub forum here?
Nothing says irony like spelling ideot wrong.
Neojac...
Weren't they working on that Islands of War MMO a little while back?
Great that's all we needed even more Indy mmos /sarcasim
seriously tho I don't want to hear about more amature developer's Indy projects trying to sell their alphas because they can't get an actual paying job in the industry. Looking at you pathfinder online.
www.neojac.com
www.arcfall.com
Nice. Need to get the performance fixed though. It was bad to start then got even worse after the modular house was built.
I read that this was for Unity? Would people need Unity Pro to use this?
A game created by a studio that doesn't have any programmers? What could possibly go wrong?
In my view, the biggest problem with the games that are released is that far too many of them are far too similar to each other. This isn't a new complaint; it's been that way for a long time. But when you pick up a "new" game and you're already 90% of the way to being sick of it because of similarity to other games that you've already played a lot, that's not a good thing.
The solution is games that go off the beaten path and try something new. I think that's part of why I liked Uncharted Waters Online so much: it wasn't just a knock-off of something else, or even kind of similar to anything else made in the decade that preceded it--or the decade since it launched. So I wasn't 90% of the way to being sick of it the day I picked it up. It's about the same reason why some people around here like some early MMORPGs so much, even if they had played plenty of non-MMORPG games before that.
But things like this go in the opposite direction. Not only will your game have kind of similar mechanics to someone else's. It will have exactly the same mechanics as a bunch of others doing exactly the same things in exactly the same way because they're using exactly the same source code. Any creativity that could have made the game cool gets squeezed out because you're using an engine that doesn't support it and don't have the capability to modify the engine and add what you want.
I'm not saying that you need to roll your own everything to create a good game. If you can license libraries that do exactly what you want for chunks of the game and do it well, then sure, do so. But it's very, very important to have the capability in-house to do the heavy lifting for anything you'd like to do where such libraries don't exist. If you don't come across any situations where you can't find the libraries to do exactly what you want, your game is a mediocre clone and should be canceled immediately on that basis alone.
Certainly, licensing someone else's game engine can increase the chances that you'll manage to create a game. But sometimes I think it tends to decrease the chances that you'll create a good game. And what we really need are more good games, not just more unoriginal knock-offs from people unable to implement anything original.
And that, of course, is assuming that Atavism works flawlessly with highly optimized, highly efficient code that is very well documented and completely bugless. Which will never happen with a software package of that size, as any programmer could tell you.
No it can be used with Unity Indie as far as I know though graphics won't be any where near as good.
Company Owner
MMO Interactive
With Atavism you have the option of paying more for your license which gives you the ability to create your own Plugins... Problem is though that everything they have done is so closely tied together that once you start coding your own Custom Plugins you basically have to code all of the plugins custom and your unable to use any of their Plugins which defeats the whole reason for using Atavism...
I created a Crafting Plugin for them that was included with Atavism for a while... They then decided to create their own Crafting Plugin and it broke the ability to use my Custom Crafting Plugin. They really should work toward making everything more modular so you do in fact have the freedom to replace different Plugins with Custom Versions of those plugins.
Company Owner
MMO Interactive
I think these types of projects will really help games and MMOs in the long run. In the short term my guess is they will not be advanced enough.
When barriers to entry are reduced there is an increased chance that someone will create something that makes an impact. The larger the pool of developers the better the chance of a great game.
Yes there will be more crap out there. That was the case anyway.
--John Ruskin
Here you might want to try this for your load balancing issues.....
https://f5.com/glossary/load-balancer
Advanced how? Graphically? immersion wise?
Sometimes simpel things can be a lot of fun - Look at Candy Crush....
oh cool another engine.
No programming needed just klink and play.
I wonder how many new kickstarter projects we will see this year.
If you are interested in making a MMO maybe visit my page to get a free open source engine.
There is an enormous and important difference between:
a) a library that has some limited purpose but makes it clear that if you give it this input here, it gives that output there, and you can stick it in whatever larger program you want, and
b) something that wants to be the over-arching program that everything else that you do plugs into.
In order for (a) to be useful, it can do one thing or a few things, do them well, clearly document what it does, give you the full source code, and call it a day. If you need what it does, you use the library to do it, and everything is good.
In order for (b) to not sabotage a game, it's going to have to be extremely versatile to not block you from doing what you need. That's much, much harder to do, especially given that whoever designs a game engine can't possibly anticipate all the game mechanics that anyone will ever want to implement.
I've never done any web development, but I totally believe you. Too many web pages manage to run so slowly as to convince Windows that the process has hung, even when all they're doing at a high level is simple stuff that would have been basically instantaneous fifteen years ago as implemented then. Inserting enough layers of bloat, abstraction, and stupid coding can make that happen.
That said, it's far less damaging for web pages to be similar to each other than for games to be similar to each other. If I go to a web page for, say, one newspaper, and the layout and structure of the page is very similar to another newspaper, I'm not going to be upset that the two web pages have a similar style. If the site has articles I want to read, the style isn't a problem unless it manages to creatively break things.
With games, that's not the case. If I pick up a "new" game and it's just like an old game that I've played until I was tired of it, I don't want to play the "new" game. Changing the quest text and artwork isn't enough; I want different game mechanics, too.
it only took 10 minutes to throw together that building in the video
*cough*