Atavism - The most advanced MMORPG framework for Unity


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:

  • 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.

  • 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.

  • User account management - Set admin privileges or ban a user for bad behavior, this module was made for such tasks.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Combat System - One of the most advanced element, it contains:

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Mounts - saddle your horse or dragon and travel through the world.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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:

  • Chest - store items there

  • Resource - gather resource like water the plant (many stages) and after the last stage just gather fruit from it

  • 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

  • Effect - like you can build the shrine and get the buff effect for your player

  • Instance - another dimension portal can travel you to a different instance (map), it can be like a special map

  • Leave Instance - leave that particular instance building

  • 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.

  • 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.

  • 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).

  • 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.

  • 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.

  • Option Choices - dictionary manager which allows you to add new weapon types, races, classes and more.

  • 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.

  • Integration - this element allows you to easily use additional packages like:

  • I2Localization - add multilingual to your game by just a few simple steps.

  • UMA - use powerful UMA package for your players or NPCs.

  • 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.

  • Postprocessing Stack 2 - you can enable or disable any effect from the game settings menu from your in-game GUI.

  • World Streamer - our libraries are adjusted to use it out of the box.

  • 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.

  • Textmesh Pro - get much better functionality for your texts by default.

  • Carefully designed GUI - ready for your game our GUI with all elements presented in the game.

  • Dialogue system - simple multi-tier dialogue system where you can have a conversation with NPC.

  • 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.

  • 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.

  • Level XP system - define how much experience your player will have to get to be promoted to the next level.

  • Minimap - Icons, Markers for quests, merchants, zoom in/out, and much more.

  • 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)

  • Rocks models by Nature Manufacture (textures with watermark)

  • Optimized Unity Blacksmith models including special shader for snow coverage by Nature Manufacture

  • Snow System by Nature Manufacture

  • River R.A.M. by Nature Manufacture (without scripts)

  • CTS by Nature Manufacture and Procedural Worlds (without scripts and textures are with watermarks)

  • Bomber Bug by Infinity PBR

  • Enviro Day / Night / Weather system by Hendrik Haupt (without volumetric lights and volumetric clouds)

  • UMA outfit by WillB Game Art

  • Free animations by Explosive

  • Free icons by Tazo, pbmojART, Rexard, Nazarii Hrytsiuk, Midaem, Dr. Game

  • Free models and characters from Blacksmith package by Unity

  • Free postprocessing pack 2 beta 5 by Unity

  • 3 full armors (plate, leather, cloth) by Dragonsan Studios

  • 6 weapons (2 x sword, 2 x bow, 2 x staff) by Dragonsan Studios

  • GUI by Dragonsan Studios

  • 3 UMA armor sets: Plate, Leather, and Cloth

  • Exclusive UMA Orc Race by Dragonsan Studios

  • 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.

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So all the people who purchased the $90 asset have to repurchase this?

EDIT

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When you purchased the product from the previous owner (Neojac), you probably registered your account/license on https://apanel.atavismonline.com to have access to your license key. If so, then you should still have access to your account, license, downloads and all atavism elements, including our latest Atavism 2.x release which was introduced in December 2018 (Atavism 2.7), so you should be able to download and use the software.
I encourage you to join our discord server, there are people which are using Atavism 2.x and Atavism 2018.1.
To be honest, even if we wanted, we couldn’t take over Unity Asset Store account of the previous owner to make the continuation, as the previous owner still has some other packages there. That is why the package was set to obsolete on the Asset Store, and we couldn’t do anything about it. We are in contact with Asset Store Team to resolve that difficult case, but it can take w while.

Okay, thank you for clearing up that misunderstanding! I didn’t even realize you are a new publisher.
I will edit my first comment to avoid any sort of confusion.

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Ok, sure, we asked Unity to help us resolve that issue, so we could not only provide support for previous package owners but also provide upgrade possibility, but from our experience, it can take a while.
Catch us on discord and we will try to help you in a more responsive way through text chat.

Atavism 2018.2 is close to release, and here is short Sneak Peek with NavMesh Pathfinding including 3D Aggro and Line of Sight features. You can also check S.F. Bay Dragon in action.

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We are pleased to announce that new Atavism 2018.2. is finally released. You can download it from the Atavism Apanel.

Soon it will be also released on the Asset Store.

So what kind of games can you make with this? are you limited with the type of combat? Like if someone made something like PUGB, or Call of Duty? or a DAYZ . What about more twitch based combat like Dark Fall online. or Mortal Online MMORPG. Old MMORPG.

Thanks for any info. Just wondering.

Atavism relies on target combat system. There are area abilities for enemies and friends both target area or caster area, but they are related to target at this point. Atavism server doesn’t have physics at this point, so if you would like to make such combat system you would have to keep it client-side or implement it server-side, but it’s not out of the box.
You can also use soft targeting system which is included in Atavism so middle of the screen becomes “crosshair” which gives you the possibility to emulate such behavior but still it’s selecting the target if you will hover it over the entity.

Ya it was like that before. I just wanted to see what has changed if anything. Ty for info.

For this part, Atavism remains the same, but we changed the software by a lot, you can read release notes for Atavism 2018.1 and Atavism 2018.2.

I know that most of Atavisms users, use our discord server or forum rather than Unity Forum, but to not leave you without information, here is a short sneak peek with a socketing and enchanting feature.

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Vacations are over and the new school year has begun. For this occasion, we prepared Autumn Sale for Atavism which you can get for 20% off. If you haven’t seen what Atavism is capable to, grab the Atavism Live Demo sample for free and see for yourself: https://atavismonline.com/images/AtavismLiveDemo/AtavismDemo64.msi.
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So if I understand correctly from the unity store you can only have 20 players online when making a game with this? what kind of game has 20 players… ?

CCU limit is concurrent users, so like simultaneously connected players.
We have different kind of packages 20, 500, 3000, Unlimited CCU. On the Asset Store, there is 20 CCU package, as a starting point, to develop and test Atavism. You can upgrade it at any time to higher package for the price difference.
The reason why we made the packages differs only by CCU is that we wanted to make the simplest path to upgrade for our clients, so each package contains the same features and elements, except CCU.
Is the package is worth its price? I’m certainly sure it is, as we purchased 2xUnlimited and 1x500 CCU packages years before we became the owner of the project, so our opinion s also based on facts as a client.
In addition, imagine that Atavism contains 220k lines of code on the server side, and 80k lines of code at the client side, so 300k lines of code of the software, which is like almost 10 000 pages of code in word :slight_smile:
You can also check our roadmap, so lots more are on the way: Atavism Platform - Roadmap

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Well, I really love the package and it looks so interesting- but spending 10k $ to allow unlimited players to connect is way to crazy… The features list is insane, I have to agree - but the whole CCU part is holding me back. Pretty much as most small developers i assume.

I am a single developer and no way I can spend 10k like that. =/

I can tell you how we started. Basically, we purchased the smallest license and we started our development, you will get to know the package and based on that you will be able to define what you want to achieve, what is out of the box, what is on the roadmap and what you will want to code or not.

When you will be before huge tests or release you will probably have a proper community base, and even 1$ from each based on subscription or microtransaction, lets assume you will have 500 CCU license then and considering overbooking, in most cases the 500 CCU license will let you register around 8K users, where again in most cases around 50% will remain active, so $4k per month based on that license, should shrink the distance to the bigger license pretty quick. Of course, these are assumptions, but they are based on the average numbers and our knowledge.

To resume, no matter what, start small. You can also see for yourself our Atavism Live Demo, which was made within around 2 weeks with Atavism and Nature Manufacture made the environment for it: https://atavismonline.com/images/AtavismLiveDemo/AtavismDemo64.msi. It’s available for free and you can play with the Atavism Game, where most of Atavisms features are available for you.

We also have many single developers or hobbyists, which are going to make a release their alpha version games, because with Atavism they can.

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10k is cheap, if you paid for a tool that was 95 dollars, and had to buy service I can tell you from experience it would cost you a ton more… Networking typically cost a company about 1% of what they made in sales. give or take…but 10k… for unlimited is dirt cheap…by the way I do not own this…but I do know gaming development, so I wanted to comment… I understand 10k is a lot for one person…but that is why they offer much less… Most games DO NOT need unlimited… So just my 2 cents…The new company seems to have improved by 200% …Before I wouldn’t of even looked at this./…But the new developers are committed after reading forums and Discord. /cheer
s


Atavism 2018.3 Preview

We are pleased to inform you that within the next Atavism big update signed as 2018.3, we will introduce many new features like:

  • Backdating for items, yes, this long time expected feature will be finally there, so if you will change any item attributes within Atavism Editor, these attributes won’t be only applied to newly generated items, but also for the same items which are already in your players’ backpacks,
  • Socketing, where you will be able to define and put runes, gems and other stones to items of your choice like armors, weapons, and jewels. We implemented a mechanism where you will be able to define what system should do when socketing will fail, like destroy the gem or remove all gems from the socketed item. Of course, it will be possible to define the price for the socketing item depending on the item grade,
  • Enchanting, where you will be able to define profiles and levels of enchanting, attributes bonuses and price per level basis or rather per level range basis, so for example item with enchant level 1-5 can give some strength, but for level 6-10 can give strength and dexterity, so you will be able to adjust it to your needs. You will be able to define the same as in the socketing feature, what to do when the enchant will fail, per level basis, to lower the enchant level by a number of levels or to drop the enchant level to a specific value,
  • Sets of the items, define set and its bonuses, and when you will equip them, bonuses will be added to your character,
  • Auction House, one of the biggest feature of this release, where you will be able to find items by using search, filter by grade, class, race, and level, to finally purchase it from the auction, but also you will be able to sell items or place orders for buying. We also added dynamic tree view for faster narrowing down the results,
  • Improved Crafting System, where we implemented leveling crafting skill using experience, but also we implemented crafting book, so you will be able to permanently learn recipes,
  • Improved Social Plugin, which is basically friendslist and blacklist, so if you will want to put someone on your friendslist, the invitation will be sent to a defined player. If you will have a player in the blacklist you won’t receive any invitation from such player.

Atavism 2018.3 will the most feature-rich release of Atavism ever. We are also preparing many additional features which will speed up your development even more, so stay tuned.

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We are really proud to announce that Atavism 2018.3 has been released.
Of course, we implemented some previously sneak peeked features and lots more:
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SOCKETING
Socketing System allows you define types and amounts of sockets per type basis like runes, gems, etc.

ENCHANTING
Enchanting System to let you level up your players items by defining profiles and levels of enchanting.
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ITEM SETS
Sets of the items define the set and its bonuses, and when you will equip them, bonuses will be added to your character.
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CRAFTING BOOK
Improved Crafting System, where we implemented leveling crafting skill using experience, but also we implemented crafting book, so you will be able to permanently learn recipes.
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AUCTION HOUSE
Auction House, one of the biggest feature of this release, which allows you to find items by using search, filter by grade, class, race, and level, to finally purchase it from the auction.

Among these big features, we introduced improved Social System with friends list and blacklist, Atavism Windows Manager which handles Atavism installation and configuration on Windows OS for non-Linux users, a non-target combat system to let you choose which system you want to use, navmesh for roaming mobs/NPCs, and much more.
The complete list of features and improvements can be found in release notes.

You can also try our Atavism Live Demo which was also upgraded to Atavism 2018.3 to reflect these changes.

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