Best MMORPG Kit?

Was wondering which MMORPG kit is the best?

I was looking at Ultimate MMORPG kit but looking for other opinions.

I bought the Ultimate MMORPG kit, and while I do feel like it was worth the money it still lacks real security. I think it could become a really good kit, but at this point (only its first release) it really depends on where the developer takes it. I think it can become a really good kit, but I honestly think in the long run the kit by Atavism will come out on top. I am using the Ultimate MMORPG kit because I needed to get my project up and running. When Atavism releases their kit I will be moving over to their kit.

Anyone got any other options? I am also curious as to what other ones are available for Unity that are not in the asset store.

None, really.

The backend for MMOs is pretty complex, especially if you want a fully authoritative server that’s highly scalable and able to support a large number of concurrent users.

The only kit, in my opinion, that seems promising is Atavism. Ultimate MMORPG Kit isn’t authoritative and doesn’t seem very scalable at all.

I want to make a mmorpg but i dont have the knowledge. I guess i am just trying to find a shortcut.

I am deployed and have 6 months of free time. In this time i just want to accomplish something of value. I want to get into something that is profitable. Programming, game making, web development or anything i am just unsure.

Then I suggest you give up the ludicrous dream of creating an MMORPG in six months with no knowledge of how to do so and focus on something you can get done, like Space Invaders.

+10 to what drewradley said. He’s being brutally honest and giving you rock solid advice!

well said!

I wrote a detailed FAQ on that:
http://forum.unity3d.com/threads/203499-Should-we-have-sticky-threads-under-an-FAQ-section-e-g-I-Want-to-Make-an-MMORPG

Where do I start?
http://forum.unity3d.com/threads/204736-Where-to-start

None of the supposed MMO kits have server-side physics, server-side terrain management, server-side AI server-side A*, server-side pathfinding or even the author will help with your implementations and customisations of their product. They are just hoax or fooling you with their pile of nonsense codes.

i would like to work with several users on building a mecanim compatible kit using uLink [unity park suite] from muchdifferent.com

has uGameDb, uZone for zoning/interest, scalable, server side physics and everything because server is in unity [even server avatar in game if you want]
their complete suite trial is free and buy a license when you know you will go pro.

i suggest releasing what we develop back into the community for free, or buying the licence to the suite if want to sell the end product on asset store.

There are a lot of people asking about making MMOs on here. Doesn’t it cost like tens or even hundreds of thousands of dollars to support the servers necessary for that kind of thing? Even ignoring the idea of doing something so nightmarishly complex without a (large) team.

*If you need an MMORPG kit to make an MMOPRG, you are certainly not ready to make an MMORPG.

It costs a fortune to say the least and the only way to really protect yourself is with third party solutions which costs thousands a month (Anti-Cheat) or an engine built ground up to support the way MMORPG’S are made, keeping as much as possible server side. Which has it’s own slurry of issues, I was scratching my head trying to figure out how to actively support MMORPG’s with our own engine as one day in the future I hope to commercially release it. It’s difficult, very very difficult…

I’d only suggest an MMORPG kit once you know how to make an MMORPG and can’t be bothered or don’t have the time to code a new project from scratch. If you don’t know how to make one in the first place, then you’re in for a jarring shock as to the difficulty and you don’t stand a chance in six months… Two to three years with a team of 10 - 20 seems about right.

I’m good friends with two people developing MMO’s or MMORPG’s and they are up against it, I help as much as I can but it’s a constant performance nightmare. Not only do you need to know or at least be acquainted with many languages Ideally SQL, C++, C, Objective C and C# obviously. You need an innate knowledge of networking. Even a decent FW cluster from Fortigate or Cisco will set you back 10K +, you should also know Unity inside and out… You may have 6KM of terrain and you will need to use every trick in the book to optimise.

Finally you have to take into account the actual game, which having innate experience with RPG’s is usually very complicated and extremely time consuming. (Well to make a good one anyway).

@ShadowK,

How is your engine’s third-party integration going along?

Do you have samples screenshots of how water, sunlight, light mapping on mobile?

Does it support Umbra, SpeedTree, ScaleForm and Beast?

Does it have support for advanced rigging, FBX and 3dMax support?

It’s still a couple of years off being a commercial product, but we are going down the path of CryEngine. So there is no need for Umbra or Beast, as everything is real time. As for SpeedTree we might do our own implementation, yes we do have some screenshot’s we give out privately to people who are really interested in the product. Finally, we have the FBX SDK but it has no support for it and it doesn’t even have animation in the pipeline yet… (We have .OBJ and collada imports).

It’s still very basic, the API still needs correctly wrapping around the renderer. I’m too focussed on getting our game out the door.

Finally I doubt it will ever support mobile, PS4 and Xbox one are not off the cards though.

first i was a networking and application developer for 15 years for global corporations on global projects
then i studied 3d graphics and game development for five years
then i went through a ton of preproduction for five years
and studied different engines and collaborated wit other gamedevs
and here i am roughly 9 years and at least $500,000 in costs later
i think maybe im about to start real preproduction on my mmo
or at least im happy i have chosen an engine

oh wait exact themes and rules and the networking for each and every tiny object
and if i really need it on there and over here and
oh wait i need this that and the third thing
oh well… only another couple few years if i can get the right team if the next three months
of mmo framework evaluation works out
thats if the things i choose this time get through
if not then roll my own with just a networking framework and a database and unity and this part and that part and

wow… climbing mount everest would have…

im sorry…

let me be frank

making an mmorpg is the most difficult thing the human race has come up with as a repeatable task
and being that perfect husband your wife dreams about

i chose to do it for that very reason, as i had run out of challenge in my old career. i cant imagine anything harder… and in the years ive been working on it, part time sometimes, fulltime [like now… and oh yeah, unless you have investors, YOU are paying for that time [i make an average of 77 an hour at work, but ive been broke for years just because of the time and costs of mmo dev… and im happy its only been THAT bad]

its hard… hard… im only a month or three away from my production inception
so maybe the worst is over? do an rpg before you do an mmo
if you can handle that you wont need to know if you can make an mmo
youll know that its a NIGHTMARE comin at cha
and if you have made a mmo or two?

then you KNOW there’s nothing harder

Go make Pong.

After you finish, you’ll know what to do.

I have heard of xxx-kit, yyy-kit ,zzz-kit but there is a MMOkit too?! Haven’t use any of these toys yet, how much they help on development? I love to code from raw, though. Sometime its a bit pain to type so much, but I kinda enjoy it.

And another thing makes me curious, why so many people want to make MMO and why so many people are severely allergic to kids “wanting to make mmo” :wink:

If you look around, these people put fake contracts which they will never pay anything. They keep constantly recruiting and recruiting for more people to join their project. This is annoying and abnormal behaviour.

I know a few people who have been negatively affected by such incidents. On average they worked for more than 3 months and get desperate, need a job, but I cannot help them.

Recently there is a UDK MMO posted on the Unity WIP forums by one of these MMO kids. They only are looking for people to join the project, do free work. The moderators deleted that thread. it was funny while it lasted.

If you are looking for UDK developers to make a UDK MMO, and recruiting people by posting fake progress on the Unity WIP forums, you are on the wrong forum, and really desperate… and everyone on the Unity and UDK forum must be allergic to you :).

That sucks. Looks like I missed the fun of stated thread :stuck_out_tongue: