Ataivsm 2019 is released on the Unity Asset Store.
Grab our Atavism Live Demo and see for yourself.
Have you ever dreamed about your MMORPG game, but you were overwhelmed by a number of hard tasks like programming server side, features, networking while maintaining proper performance and scalability typical for MMO game? Maybe the lack of funds caused you to abandon such an idea? If yes, then this is the solution for you, focus on creating game content rather than handling its logic.
Your imagination is your only limitation!
Atavism is an MMORPG oriented networking solution which will allow you to focus on content creation while taking out the hard tasks from your shoulder.
Major elements which make Atavism unique are:
- Scalability - Multi-tenant architecture which includes dedicated server proxy running on any Linux and separate plugins/modules servers along with relational MySQL/MariaDB databases allows you to scale your environment to your needs. Server side is written in Java with few Python elements and each element is multi-threaded by default. Unique design allows you can split existing Atavism into 11 separate physical or logical servers and 4 database ones. It’s the only such solution on the market.
- Modular design - Atavism from the beginning was designed with modularity in mind, it means that you can not only use our features but you can also adjust server-side plugins logic, as each Atavism license has access to Atavism Plugins Source Code (AGIS).
- Configuratibility - Mentioned AGIS not only lets you modify existing Plugins Code but also you are free to create your own plugins and add features. Also by default Atavism has powerful and user-friendly graphics Atavism Editor which is accessible from Unity where you can configure all Atavism Plugins.
Atavism comes with many features which are accessible out of the box:
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Server authoritative - to reduce bandwidth some actions are checked on the client first and if they will be allowed by the client-server is double checking them. It also reduces bandwidth.
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Chat with channels - Dedicated chat solution with Global, Combat, Events, Guild and Group channels but not only limited to that, but you can also speak instance wide, or worldwide and you can send whispers, group and guild invitations and much more. It allows you to use admin commands for getting items, change instance, teleport, send server announcements and even fly, the full list can be found here. You can also link items and abilities on chat.
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User account management - Set admin privileges or ban a user for bad behavior, this module was made for such tasks.
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Instances - Manage instances, pick one of few types like world, dungeon, group dungeon, single private instance or guild private instance, each has its own features and you can have as many as you want.
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Quest system - customize and adjust them to your needs, you can set requirements like player level or another quest as a prerequired, you can set multiple guaranteed rewards like items, currency, experience, but you can also set optional reward where a player will be able to pick one of the rewards. As quest objectives you can set killing mobs, mob group, getting an item or task where for example a player would have to scout some area or areas on your map.
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Trading system - trade with other players, you can exchange items and currencies, but you can also use the trade system with NPC where you can purchase defined by game designer items.
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Stats system - very powerful system which allows you to adjust and define your own attributes like Strength, Health, Mana, Defense, but there is no limit for the stats, you can have as many as you want, and you can set them as a resistance, damage, vitality to be added or reduced over time like when you are swimming you would reduce your breath and after it will reach minimum value take a damage, all within the graphics interface, all predefined attributes can be found here.
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Race system - allows you to define not only race but its special attribute values, like Humans can be most balanced while Orcs or Giants can have more strength and less intelligence. They can have different starting and respawning locations.
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Class system - define new classes and you can even set some classes special for the race like Orcs could never be good Archers or Rouges.
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Factions - this system allows you to set relations between races or even classes, for example, Humans can be friendly vs Elves, natural vs Dwarves but enemies vs Orcs or Devils.
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NPCs and MOBS - allows you to define not only different models, but different attributes like damage, abilities which will they will use and cases when like when health will reach some level use Ability 1, when it will drop below even lower level and use different Ability 2, etc., you can adjust all attributes which are present in the Stats, so sky is the limit.
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Combat System - One of the most advanced element, it contains:
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Skills - the player can have multiple skills combat and non-combat as well for gathering resources and craft items. Skills can be leveled and based on the level you can increase damage taken by abilities, or you can allow to craft or gather more powerful items and resources. Also, they can depend on each other, for example, to learn Meteor Shower your player would have to Improve his pyromancy skill to level 5 for example.
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Abilities - they are responsible for conditions like who is the target, what attributes will be taken into account to calculate the output like (friendly effect has a 100% success rate, applying slow can have 50%, but damage physical or magical will be based on caster/target physical/magical damage/resistance parameters. You can define which skill can be leveled if you will use that ability, is it passive, what is the cost, it can be mana, health, like sacrifice health to refresh mana or use a new stat called stamina. You can also use reagent so your ability can check if you have some item in your backpack, like in order to use some Meteor Shower maybe you will need some fire potion or scroll, should it be consumed or not. You can also define who can be the target like a single target (enemy, self, friendly but not self, friendly) or group AoE enemy, AoE friendly (for example for health or buff abilities.
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Effects - After checks in Abilities, the actual effect applies, like damage, what type of damage, fire, crash, pierce, etc. all is configurable. You can pick one of 20 effects like Damage, Restore, Revive, Stat, Stun, Sleep, Immune, Morph, Dispel, Teleport, Mount, Build Object, Teach Ability, Teach Skill, Task, Threat, Create Item, Create Item from List(Loot), Spawn, Set Respawn Location. Each has its own configuration and you can adjust it to your needs, for example, damage can be Physical or Magical, instant or over time with pulses or flat damage, can take damage like health but can reduce other “vitality” statistics like mana, for example for mana drain effects. You can adjust bonus effects, like if the caster has some buff on him then, in addition, apply some effect on the target. Or if the player has some divine power buff then his health will be stronger etc.
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Coordinated Effects - this element allows you to configure VFX and SFX representation for combat, like particles, spawn objects when you are casting fireball then it should move from your casters hand towards your enemy, etc.
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Grouping - you can limit your group members, you can invite, promote and kick. Also, some instances can be set as a group dungeon to allow only groups to enter, also an experience which you are getting for defeating mobs in the group is higher, but divided by group members.
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Crafting - define your crafting recipes, crafting professions, stations, you can also define different variations as a result, like based on luck you can get Common Sword(100%), Magic Sword(50%), Rare Sword(10%), Legendary Sword(1%), but also you can adjust amount like 80% for 1 item, 30% for 2 items, 10% for 4 items and 1% for 10 items. Crafting can require specific crafting skill on a specific level.
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Day & Night Weather Synchronization - Thanks to our partner Hendrik Haupt (author of Enviro Sky & Weather), Atavism has dedicated out of the box Enviro for Atavism Limited Edition (includes all Enviro features except Volumetric clouds and Volumetric lights). This system uses Adams Goodrich free WAPI integration, so you can use CTS or any terrain shader, or even Global Snow from Kronnect to cover your terrain and objects with snow, start falling snow from the sky and all synchronized between clients. You can define weather profiles and set a month for which the server applies them. You can define the priority for each, so snow can be preferred 10 times more than the sunny profile. You can set how fast the server time will move, and much more.
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Arenas - define PvP arenas, 1 vs 1 or group vs group, assign players to the queue and join their path of blood and combat. Define victory conditions (number of kills), time limit, time frame and required player levels to enter the arena.
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Mounts - saddle your horse or dragon and travel through the world.
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Mailing system - you can send emails items and currencies to other players, but also you can receive administrator emails with for example purchased items from the store.
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Pets - summon combat or non-combat pets, set its behavior like aggressive, defensive, passive, follow the master, attack, etc. You can summon them by using item or ability.
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Guild System - allows you to create a guild, invite guild members, promote, demote them, set permissions and use guild chat as well as new guild private instance where guild members can enter their own “world” and do some special guild quests or build their housing.
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Dynamic quadtree - allows you to define how far your player will see another Mobs/NPCs/Players, the quad will be automatically divided in depth if too many objects are in one quad, to improve your clients performance.
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Looting system - define loot items and attach them to the particular mob, automatically quest items won’t be dropped for the player which doesn’t have the quest for them. You can set a chance and set multiple loot tables for one mob with a different chance for each and with a different chance for each item inside each loot table.
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Currencies - define not only different currencies, but also you can group them and auto exchange like in other popular games, for example, 100 bronze can be exchanged to 1 silver, and 100 silver to 1 gold. You can also define external/premium currency, you can have as many as you want.
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Building system - powerful element where you can define buildings with stages, where at the end (last stage) some effect will start to work on that building, like you can build bank building, starting from foundation and when you will reach the last stage of it you will be able to store items in it (like extra bag). You can define one of the effects:
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Chest - store items there
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Resource - gather resource like water the plant (many stages) and after the last stage just gather fruit from it
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NPC - spawn NPC, build the store and on the last stage, NPC will be spawned which can have attached merchant table with items, like special items accessible only from that building merchant
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Effect - like you can build the shrine and get the buff effect for your player
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Instance - another dimension portal can travel you to a different instance (map), it can be like a special map
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Leave Instance - leave that particular instance building
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Resource nodes - gather resources, play animations and sound, set chance for drops and when you exhausted them they will be removed by the server. You can require pickaxe or hatched in your players hands to gather or cut the tree, or particular skill level like woodcutting skill 100 to cut bigger tree.
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Graveyard system - spawn your players where they will bind like to obelisk or shrine, or use graveyard system, so put graveyard objects in your scene and respawn your players in the nearest one.
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Interactive objects - the powerful element which allows you to define objects like doors to be open or close (synchronized), teleport entrance, apply an effect like buff or debuff, start a quest or complete task (quest objective).
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Regions - similar to Interactive Objects but works based on client collision, so enter the region and teleport your player to a different instance, apply an effect, dismount, and more.
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Game settings - over 70 global parameters ready to adjust, like a number of bags for the player, world time speed, related to combat, world, inventory, faction, aggro, resources, crafting, skills and more.
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Option Choices - dictionary manager which allows you to add new weapon types, races, classes and more.
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External Authenticator - instead of using users base from Atavism database you can use additional PHP script which will authenticate your users directly from your website base like Wordpress, Joomla or any other custom solution. It’s a part of Atavism Live Demo, where users are from Atavism Forum directly. You don’t have to modify any script or logic in atavism it’s out of the box.
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Integration - this element allows you to easily use additional packages like:
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I2Localization - add multilingual to your game by just a few simple steps.
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UMA - use powerful UMA package for your players or NPCs.
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Master Audio AAA - use the flexible and configurable audio solution in your game (mostly for coordinated effects, players, and mobs), but we also added integration in-game settings where you can change sound volumes.
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Postprocessing Stack 2 - you can enable or disable any effect from the game settings menu from your in-game GUI.
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World Streamer - our libraries are adjusted to use it out of the box.
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Important note that in order to use these integrations you need to have these packages in your project and they are not part of the Atavism by default.
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Textmesh Pro - get much better functionality for your texts by default.
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Carefully designed GUI - ready for your game our GUI with all elements presented in the game.
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Dialogue system - simple multi-tier dialogue system where you can have a conversation with NPC.
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Inventory system - built-in backpack system with character inventory system: weapons (main hand, off hand, armors (gloves, boots, helmet, chest, pants, shoulders) jewelry (necklace, earrings, rings) and ammunition for bows or pistols.
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Items system - you can have weapons, armors, consumables, bags, items can have requirements like player level or stat, a two-handed sword can require some value of strength, or powerful bow higher dexterity etc…Items can start quests, can be equipped, can change your auto attack, like the default for your character can be like using fists only but when you equip a bow you will start shooting arrows towards your enemies. They can give you currency like a bag of gold, you can randomly create item(s) like an open bag of goods to get randomly generated items.
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Level XP system - define how much experience your player will have to get to be promoted to the next level.
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Minimap - Icons, Markers for quests, merchants, zoom in/out, and much more.
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Loading Screen - Smooth transition between scenes with defined images, hints and tips, progress bar, and more.
it’s only part of the configuration you can make in Atavism and what is in the package…
- Atavism 2019 server software you can host wherever you want (1 active world server per license),
- 100 CCU (Concurrent Users - players simultaneously connected to the server at the specific moment). You can upgrade the amount of CCU by upgrading your license.
- Atavism Editor 2019 for Unity (user-friendly graphical interface working inside Unity Game Engine).
- Full Atavism with Demo data and Demo Unity files almost 1:1 as in Atavism Live Server Demo Setup. and all elements which are specified as a part of the Demo.
- Access to Atavism Plugin server code (AGIS), with coding knowledge it allows to modify, adjust or create new plugins and features.
- Our premade Virtual Machine for Virtual Box (CentOs and Ubuntu depending on your preference) to simplify the installation process.
Atavism 2019.1 comes with totally remade from scratch Demo, which is made by one of our Partner Nature Manufacture which includes:
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Foliage models by Nature Manufacture (textures with watermark)
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Rocks models by Nature Manufacture (textures with watermark)
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Optimized Unity Blacksmith models including special shader for snow coverage by Nature Manufacture
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Snow System by Nature Manufacture
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River R.A.M. by Nature Manufacture (without scripts)
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CTS by Nature Manufacture and Procedural Worlds (without scripts and textures are with watermarks)
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Bomber Bug by Infinity PBR
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Enviro Day / Night / Weather system by Hendrik Haupt (without volumetric lights and volumetric clouds)
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UMA outfit by WillB Game Art
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Free animations by Explosive
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Free icons by Tazo, pbmojART, Rexard, Nazarii Hrytsiuk, Midaem, Dr. Game
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Free models and characters from Blacksmith package by Unity
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Free postprocessing pack 2 beta 5 by Unity
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3 full armors (plate, leather, cloth) by Dragonsan Studios
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6 weapons (2 x sword, 2 x bow, 2 x staff) by Dragonsan Studios
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GUI by Dragonsan Studios
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3 UMA armor sets: Plate, Leather, and Cloth
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Exclusive UMA Orc Race by Dragonsan Studios
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Exclusive UMA Orc Armor set by Dragonsan Studios
Requirements:
Atavism 2019 server-side requirements:
OS: Linux 32-bit & 64-bit version (tested on CentOS 7, Ubuntu 16.04 and 17.10, Debian 8 and 9), Windows 7/8/8.1/10 x64.
Java: JDK 8
DB: MySQL 5 up to version 5.7 or equivalent MariaDB
Atavism 2019 client-side requirements:
Unity: 2018.2.x free and paid versions
Atavism useful links:
Website
Forum
Documentation
Discord server
Tutorials
Customer portal (APANEL)
Support mail: support@atavismonline.com
Made with Atavism
There are some titles which were released based on Atavism or are in the work in progress stage, for example, Arcfall (released on steam) or World of Heroes (in closed alpha testing stage).
More information you can find here.