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Nowadays it's easier than ever for aspiring game devs to create their own pieces of art. Slay Together is an example of just such a hard working developer, as its developer tackles the massive project on their own.
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Seaspite
Playing ESO on my X-Box
Atavism is an asset that pretty much has all the main stuff in place, e.g., combat, leveling, AI, questing, housing, network / database, instancing, banking, trading, etc. It's pretty awesome, actually.
Here is the asset: https://assetstore.unity.com/packages/tools/network/atavism-2019-1-op-standard-117342 - You can download the free demo and check it out. The core features in place are meant to be edited and expanded upon.
If anyone here has a dream of making their own MMO, it really is possible. You just have to learn how to use the Unity 3D engine. No programming needed.
John Carmack did it,he made Quake but was fortunate enough to do it while working for another computer business,so basically paid by someone else to make his game.
This more than a daunting task,so my assumption is this guy is along the lines of Carmack,has a paid job and does this during and after hours.
He is aiming shallow,not a fan of shallow games but i get it.I always ask for effort,obviously for one guy this is a lot of effort.I more or less detest the multi million dollar businesses that try to sell me these shallow games,showing very little effort.
SO could this have any chance of being playable for myself,well depends on a lot.He says there will be more work on weapon base skills,that is a good thing and more character customization.
When comes to character honing,i care very little for tattoos and sliders,that does nothing for me.I am more into the depth of the characterization,not the visuals.
"first dungeon"well again i get it,trying to attract those Wow and MHW type players,for myself,i don't like dungeons or any kind of instance.Dungeons are fine if they are non instance.
I also see mention of linear questing,not a fan of that at all.So then i have to wonder,is he sticking those yellow markers over npc heads and marking on maps where you go to do these linear quests.I am very finicky on how a mmorpg needs to be designed but my needs are simple,keep it within immersion,if the ideas ruin immersion "example instances"then it is not cool.
Never forget 3 mile Island and never trust a government official or company spokesman.
I have noticed a LOT of studios are using Unity as a base,like almost every one of them.I was just looking at a Nexon sort of mobile survival game and it looks amazing for a mobile game.So i looked it up and noticed using Unity.
Never forget 3 mile Island and never trust a government official or company spokesman.
An MMO however is a lot more involved because it is never suppose to end. That is a MUCH bigger endeavor and I don't see that ending well unless he decides to never sleep or have any form of a life.
This isn't a signature, you just think it is.
mmorpg junkie since 1999
Notice we tend to be more forgiving to a small team or as in this case a one person effort than we would to a blown out studio with a lot of employees. We expect more from the latter and rightly so as they have a larger budget and should reflect that budget in the product they put out. I don't think that is an unreasonable expectation.
Oh ya. It's a great engine. It's just as good (maybe even better) than any other engine on the market (UE / Cry). It gets it's bad rep due to all of the asset-flipping scams, as some people will buy a pre-made templates from the Asset Store, change nothing at all or very little, and then sell it via Steam.
i checked some video, looks like a server based wave monster killing game