Atavism by Neojac

Atavism Beta version has been submitted to Unity Asset store, awaiting for approval. If you need additional information you can find it on our Atavism website www.atavismonline.com

Atavism opens up the development of MMO games to everyone regardless of programming knowledge or artistic ability. Integrated with the Unity engine as the client, developers now have direct access to one of the highest anticipated MMO engines in the market.

You don’t need to have a million dollar budget anymore to develop a MMO game as we have 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. If you really want systems of your own you can also code your own plugin systems and even share or sell them to other developers who are using Atavism.

As we have been working on this we have had over 150 Development Companies test and use Atavism already in the closed Alpha 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.

Key Features

  • Data Base Plugin: Setup your database information and be able to link directly to it through the editor which allows you to do changes instantly to things pertaining to your MMO game.

  • Instance Plugin: Create and setup new instances in your game which can be anything from Dungeons you want players to explore or even a different world in one MMO.

  • Accounts Plugin: Control all player accounts from this plugin and set different access levels such as setting certain players as GM’s in your game.

  • Mobs Plugin: Create any mob template from a click of a button with stats and loot you want them to drop, then spawn these mobs in-game where ever you want in real time. You can even spawn a dragon right in front of other players while they are standing next to you in game.

  • Loot Tables plugin: Setup different loot tables and drop chances of items for your mob templates.

  • Factions Plugin: Use this plugin to easily setup your different factions in your game as well as what their standings are to one another.

  • Quests Plugin: Create different types of Quests for your players which you then add to any NPC you want to give the quest out. Create a chain of quests that can guide your players through your storyline.

  • Dialogue Plugin: Create different dialogues for your NPC’s. You can also use this system to allow multiple outcomes in the storyline depending on what a player chooses while speaking to a NPC or even allow access to certain quests only if a player asks a NPC certain questions.

  • Items Plugin: Create all the items for your game with this, add different stats to items and functionality.

  • Skills Plugin: A full skill system which allows you to open up skills when players level up with XP or level up their skill by using it like the old UO style game play. The choice is yours.

  • Abilities Plugin: Create different abilities for your players that can get when they have a certain skill. They can use these abilities in a wide range of ways from combat to crafting to professions.

  • Effects Plugin: Build your own effects for your game to make it unique like a melee-strike effect that deals physical damage or a magic effect that heals your player.

  • Coord Effects Plugin: Setup different animations, particles and more to run on events such as play an attack animation and a particle when you use a strike ability.

  • Stats Plugin: Design any type of stat you want for your game with this plugin.

  • Player Character Setup Plugin: Setup what races, stats and classes you want your players to start with as well as where you want them to spawn and how you want starter characters to look like.

  • In Game Mailing System: You can send and receive mail in game and add in items or ask for currency on delivery.

  • Currency Plugin: Setup currencies for your game

Systems In place:

  • Merchant System: Setup NPC merchants to sell and buy items
  • Lands System: A claim system that allows you to setup claims and sell them to other players which then allows them to place object on that area like buildings and so forth.

With all these plugins we also have standard things like chat channel, combat , full inventory system and much more in Atavism. The best part is you can easily use and incorporate other assets from the Unity Asset store into Atavism which will expand it even further for you .

Current RoadMap for 2015
Added June 2015

We will be rolling the updates out in a series of releases and these items are what we are expecting to release with each release but are not set in stone. These are our own systems and plugins we will be supporting.

Roadmap 2.5 → Full Release

Next Release: 2.5
Date: Mid July

  • Pathfinding - Basic NavMesh system allowing mobs to avoid obstacles and find their way around the world. Static only, improvements to be added in later releases.
  • Backdating - Changes made to item/character templates can be applied to exiting characters and items
  • Item Mall system – through mail system
  • Management Tools for Server - server stop/start, current server activity, view event logs etc
  • Claim updates - permissions, object states/building/damaging/fixing.
  • Mounts - yay

Release 2.6
Date: End of August/Early September

  • Player movement authorisation - using NavMesh system
  • Trading
  • Grouping
  • Interactive Objects system - Allows the placing of interactive objects in the world that players can interact with
  • uGUI - Update default Atavism UI to use the uGUI system.
  • Chat channels system - Improve the chat system to support numerous channels and tabs

Release 2.7
Date: Mid-Late October

  • AI improvements – rewrite base system: Patrolling, Roam Radius, combat state machine, basics, aggro radius modifying, power rating, reaction behaviours
  • Friends list/ignore list
  • Basic Guild system
  • Combat improvements - add in aoe support

Full Release:
Date: End of Year

  • Arena
  • Pets
  • API tidy up
  • New Demo world

Please not once again these are not hard dates but a estimate and some features might not make it into a release or some dates might change.

License Structure

Our license structure is setup to accommodate developers so that you pay for what you need. You can buy the Starter License and Upgrade at a lower cost later to higher tiers.

Unity Asset Store Link

Starter License $70 Buy From Store

  • Allows 200 Concurrent users Online at any time.
  • Includes Atavism Unity Editor with over 18 plugins.
  • Includes Atavism Server Software.

Veteran License Full $270 Buy From Store

  • Allows 450 Concurrent users Online at a time.

  • Includes everything else from Starter License.

  • Has Server AGIS source code that allows the creation of plugins.

Expert License Full $600 Buy From Store

  • Allows 1500 Concurrent users Online at a time.

  • Includes everything else from Starter and Veteran License.

Legendary License Full $1500 Buy From Store

  • Allows Unlimited Concurrent users Online at a time.

  • Includes everything else from other Licenses.

All Licenses are per seat.

Video Tutorials

Here is some Video Tutorials and you can also visit our Atavism Wiki for more information.

I was about to buy but at 270$ for an early alpha full of bugs and with a lot of features not in yet like server side collision this is not a good deal at all.

That is your choice, and I hope you come back when we have enough things in it that suits you. We do have allot of developers using it currently and am very successful with their development of their games.

Sorry to say and i am not trying to be mean here but where are all these developers and how many successful title they have under their belt?

I saw your forum and it is fill with legitimate questions that you evade or answer the way politicians do and this is not what i call reassuring in term of future support.

I saw way to many crucial questions simply ignored on your forum and this make me feel uneasy about this project.

I will wait for legitimate reviews and i wish you all the best.

No questions has been evaded, all has been answered and we have a roadmap showing exactly what we are working on and has been like that for a long time now. Every time we need to update the roadmap we do a new post in our forum so you can track what we are doing and also we are at most only 2 months behind on the roadmap. Reason we are behind is that the majority of people who is developing their games has asked for certain things to be added which we did not put in the roadmap at first and so added them in which takes longer. We would love to have all aspects in the engine right away but we can only do so much at a time and have to listen to what the majority of people want. But we are getting there.

Hi Cook,

Thank for not loosing your temper with me since i spent a good deal of money on assets that were not finish or got abandon along the way and i am still a bit frustrated about it.

As i am reading on atavism is it correct to say that server side is done in java and that client side and plugins development are all done in ironpython?

Let’s say i have done a module in C sharp and i want to integrate this to the game will it be possible or i have to redo the module in python?

I think you really need to explain to eventual customers the procedures to tap in their own game mechanics.

I know that the amount of work you already did is tremendous and would like to see you guy’s succeed but keep in mind that even the best product without clear and concise documentation is nothing usable at the other end.

I agree with the above post, I would buy this but theres no way on earth I’m re-coding all my C# modules in Python or Java for that matter, some of them are pretty large and were developed in a manner making them totally non reliant on any unity classes so they could be used on the backend to replicate features on the server side.

The last time I used Java for any backend work was when I was working in Banking.

Good luck with the product though, it looks cool.

Hi pixelquaternion.

The server side is mostly in java and supports the use of python for scripting as well. The client side is all Unity, so there is no change there, it’s the same as always (c# and Javascript).

What this means is that any systems that require syncing/authorisation will need to be re-coded on the server in Java or Python. This does not mean the whole system, just the part to handle the syncing/authorisation.

Interesting Article done on MMORPG by Red Thomas, it explains allot what our main goal is with Atavism

Isn’t a beta supposed to be used to tighten the the already-implemented core features of software? If you’re adding a whole bunch of things (especially authoritative player control) in beta, there’s undoubtedly going to be another phase to test and improve these once they get released.

I’ve been struggling with Atavism over the past month and I would have to STRONGLY recommend against it in its current form. The “documentation” is a couple of pdf files that vaguely describe how to set things up and kind of explain at a very, very high level how things work. But besides that the code has no documentation, no comments, and there’s a forum post from over 6 months ago on the Atavism forum that said that documentation is coming soon.

Link to that post: http://www.atavismonline.com/forum/atavism-support/37-atavism-documentation

You can point to the road map all you want, but 7 months ago you promised documentation (something absolutely critical to development with foreign/hidden code) and to this day there is nothing for me to use to start making my game my own based on your existing systems.

I understand completely what your intended goals are for Atavism, however there simply isn’t any reason to believe you will reach those goals at this point. The only explanation I can think of for you guys not implementing authoritative player control from the get-go is that it is beyond your skillset and you’re trying to figure out how to do it. It does not make sense to push such a critical mmo feature back so far that merchants are being placed before it.

Also, this is clearly still PRE-ALPHA. Calling it beta is severely misleading. Read this article (yes, it’s wikipedia, but accurate nonetheless):

By beta, the software should be feature complete.

I hope you guys can deliver on your goals for Atavism (I would/will change this review in a second), but at its current stage it is unusable and therefore isn’t worth a dime.

I agree with the above poster. Atavism is unusable for us at the moment. Also, other than the road map, those of us that made very large pledges have yet to see the $3000 worth of assets we were promised. Every week one of us is told that it will be out with the next week or two and they are never released.

As for the roadmap, when a roadmap is created and includes important things like server collision and authoritative server, and these important additions are put back for things that the “testers” want, then that is a problem. A roadmap is just that, a map. Most of us do not expect it to detour this way and that in order to please a minority of the testers. We expect the team to be professional and stick to the schedule. Delays are inevitable and understandable, but the excuses as to why there are delays are not.

Besides, the bugs that come out with every release, and honestly, there have not been many releases, are game-breaking.

Honestly, this entire thing has become about getting customers more than about finishing the project. The excuse is that more money is needed. I would gladly give more money if the project was even partially on time and included the important features promised to us. In fact, I am guessing more money was lost from additional team licenses and higher concurrent user licenses than from anything else. Who wants to upgrade when the project is so behind?

I like the idea of Atavism, but a company needs to build trust with it’s current customers first. That way we can all glow about the project and customers will flock.

Oh, and I will change my review as well! Just getting those assets will be enough for me at this moment. If they are as good as I think they will be, I will happily give praise to Neojac and Atavism.

I am sorry you feel that way, but if you look at the wiki there is documentation on allot of things. And as for finished features, we will never stop adding new things just like any MMO game out there even on full release they are still adding new things years after it has been released. That’s just the nature of a MMO game and system for a MMO game. There is a full API documentation as well that explains the code for those using the source code to create their own plugins. Also in the Atavism Unity editor each item is each plugin is explained on the Info tab which is the little book tab third from the left. You might have missed these things. Here is links to those things.

API Link

Atavism Wiki

Well I also use Atavism, Atvoxel as well. We have a rich world that we have made. I get 89-110 fps. We have it loaded up with Castles, trees, houses, everything. Atavism has been Fantastic. Its very easy to use and to make armor, items and spells. My data base is filling up. Atavism has giving great support! They even put in UMA for us that want to use it. I would give Atavism 9/10 remember though its still in the works of being finished. But after using different engines like Esenthel engine for example… Atavism with Unity is the BomB!!! Complain all you want but the truth is you won’t find a better system if your a small Indy team and want to make something huge!

Just my two cents worth.

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I also agree with the posters above and that why i cancel my purchase since i found a solution that look promising all in C# and completely open source with better pricing and where the developers are answering questions clearly and professionally.

I might change my mind later on but you guy’s will have to work very hard since you have big competition coming in with better package in a solid language and not locked in a dll.

I still hope you can make it but the more i read about it the more suspicious i become.

Thank for explaining but since everything is lock under dll how can i make my client side script communicate with the server side?

Here is a pricing layout what you would have paid if you bought them from Unity Asset store alone but comes all included with Atavism.

Inventory System - Between $15 to $20 on asset store currently
Chat System - $5
MMO Camera Movement system - $20
RPG Skill System - $25
Networking System - $65

Already we are over a $100 and those are only a very few of the systems that’s in Atavism Right now so I fail to see how we are after the money only because if that was the fact we would have changed allot more that $70 to get you started. As for saying we are only after getting customers and not to finish the project, if that was true we would not have been doing updates and adding things at all and would not have been following the road map. We are just 2 months behind on the road map and that is definitely not bad at all in software development.

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I have no idea how large your world is but you DO realize once Server side Collision/Physics is integrated most everything will have to change… The Size of worlds that a single Server can host will go down a huge amount. A Physics Simulation on the Server with hundreds or thousands of physics objects can only be SO large before it just becomes way to resource intensive… And you make it sound like your perfectly happy using Atavism as a Kit instead of as a Framework… As a Kit in a small MMO yes Atavism is a great tool even in it’s current state… But as a Framework it still has a HUGE amount of work it needs done!

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With all due respect, those costs only matter if you don’t have programmers who can also create those things. For those who can’t code, your list of features are fantastic. But some of purchased Atavism for the things we cannot create, such as the authoritative server and the server collision among other things. Those things have not materialized yet and you continue to label this as Beta, even Beta 2 according to the label on the most recent update. Sorry, but those 5 things do not make this beta.

We paid a lot more than $100 and all we have is those 5 things and a sometimes working server network connection. Oh, and a plugin system that is very difficult to use. Even then, they work sometimes with glitches here and there that are frustrating. Questions are often ignored on the forums and we essentially gave up a while ago on getting any support.

If you truly were more concerned with putting out a quality product, you would wait to advertise all over Steam and MMORPG. You would wait until your product is past update 1.7 and until it actually could produce a true MMO with important features added rather than fluff. I have absolutely no doubt that you need the sales to complete development and improvements on the project. I also realize that we were naive and too trusting and that is why we spent over $300 for an unfinished product. My only concern at this point is that others have the information they need to make an informed decision.

Teila have a very solid point here and i also warn you that your own forum is fill with unanswered questions.

If you don’t listen to customers you will quickly learn the hard way how fast a product can go down the drain.

You still have time to correct the negative points about how you deal with customers but if i were you i would start right now until serious competition grab the market right in front of you.

We are not bashing you guy’s we are helping you to succeed believe me i know what i am talking about here.

The problem when it comes to Atavism is when you try and add your own plugins and system in that the coders do not understand how to do it. We cant be held responsible for what you code yourself. If you change a system with your own code and it does not work anymore how is it our fault if it worked before fine with our code but does not work with your code. I am pretty sure as well i have answered all your questions Teila on Atavism forum as far as I can recall. Please make a post to any questions I haven’t responded to on our forums.