MMO Base Framework

http://www.ebay.com/itm/MMO-Base-Framework-Unity-3D/261313626266?_trksid=p2045573.m2042_trkparms=aid%3D111000%26algo%3DREC.CURRENT%26ao%3D1%26asc%3D18474%26meid%3D2676504212139793666%26pid%3D100033%26prg%3D8385%26rk%3D2%26rkt%3D4%26sd%3D380643250470%26

Anyone own this? Just curious if it is worth the money or what kind of networking they are using.

You’ll be wasting your money.

The hardest parts of the MMO are server-side path-finding, server-side A*, server-side navigation meshes, server-side high-performance, high-speed database, server-side crowd-control all done without Unity.

I’m talking big work-iron MMO technology - such as licensing Havok AI, Havok Physics, Havok Networking Server, AutoDesk Kynapse, AutoDesk ScaleForm, BableFlux NavPower to power the MMO.

Seriously. Grow up. Improve your Unity skills to the point where you can you can work full-time as a specialised network developer or can afford a team of developers, modellers and artist and license Havok or AutoDesk Gameware or some real-world MMO middleware.

Otherwise, you’ll be like the n00bs who buy some mislabelled “MMO” kit and then spend ages (or maybe months) patching-up flimsy nonsense codes which have no profit, no value. You become none the wiser pursing a foolish dream.

See:
http://forum.unity3d.com/threads/204639-Best-MMORPG-Kit

I wrote a detailed FAQ on that:
http://forum.unity3d.com/threads/203…Make-an-MMORPG

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

Ok lets start this up.

  1. You can stop posting your FAQ on every post. It is starting to get annoying.
  2. It was a simple question. Notice the part at the very beginning when I ask “Anyone own this?”. Simple question.
  3. This is a forum for discussion and help. You could have done without 1/2 of what you posted.

OK, Next time I won’t bother. Good luck with your MMO search.

It is not authoritative server. The thing uses IRC-chat as the chat-engine and no A*, no path-finding, no server-side database. Not advised.

The product is mislabelled and there is lot of misrepresentation. There is truth out there. Maybe you’ll find it.

I wouldn’t recommend this. If you’re not afraid of getting your hands dirty in code, I highly recommend http://Cjrgaming.com. it walks through the creation of an authoritative server with a physics backend using Photon Networking.

This looks like a networking solution that runs on PUN, which is more for room based games instead of large worlds like mmos

I would also recommend you to check out Christians work. He has been very active in the past, posting new updates regularly and puts a lot of time into explaining his systems. I know he is working on setting a new membership method, so maybe in the future he will also have his networking framework up for sale. Either way, the videos are a great start!

-Dane

Thanks for the referral Judah and Dane!

I’ve been working on getting Bullet Physics integrated with Photon for player movement server side with collision detection. The next step in that area is to export the terrain’s colliders from Unity into a format that Bullet Physics can use. I also worked on the C# conversion of Recast which I’ll be covering in the near future for doing NavMesh pathfinding on the server and building AI to move them around.

Sadly I work for a living, so the only time I can work on this is during my free time which is also taken up by family and martial arts.

If you need a framework such as that advertised to help build your MMO you’re most likely not ready to build an MMO.

To be honest, I completely agree with this assessment. MMOs are huge projects, they’re not the kind of thing I’d ever recommend for a beginner developer. And to be blunt about the linked kit, as an experienced developer the presented information and screenies are huge turnoffs - it doesn’t appear to really do much other than give you an IRC system and a login system, and the screenie shows errors in the console. If the kit was actually useful I’d expect their screenie to show more than three built-in primitive shapes, I wouldn’t think that PHP is a particularly good technology on which to build an MMO, and some of the advertised functionality is simple stuff on top of things that come out-of-the-box in Unity (character controllers?).

If you didn’t pick up on most of those things yourself I’d suggest at least doing a few short projects before seriously considering any kind of MMO.

Well, to be fair, if someone buys this and complains errors on usage, the creator can just point to the screenshot and say that the errors are included as part of the package.

Have you checked out Atavism Online? http://www.atavismonline.com/forum/index

here is the Unity Thread! http://forum.unity3d.com/threads/179338-MMO-Construction-Kit

These guys Developing this MMO Framework seem to be pretty serious about it, and have a nice blue print laid on on their website of exactly how it works! and are promoting this as user friendly MMO Framework for non-coders and experienced developers, so maybe all your MMORPG making dreams will come true after all with this tool. :wink:

I’m curious what eskimojoe’s thoughts are on Atavism Online?

Google: “Python MMO” and “Cubeia Firebase” and you’ll reach many Python and Java MMO examples (non-Unity).

I saw it. They will be doing lot of repeat-work mixing C#, UnityScript and server-side Python, Java and PHP. It could be dizzying mix of non-compatible codes.

The server is non-authoriative and the developers were hostile to certain queries.

Besides that, I just take look see approach. If it works where I can see advanced MMO things - like A*, path-finding and NPCs moving around from the server, attacking intelligently, I’ll believe it. At the moment, they are just showing simple things and everyone is getting excited over it.

Gotta cover your bases.

This is one of the terrains here… Very nicely made, has mesh terrain with very low poly…

This terrain can accommodate 2,000 NPC enemies, 100 quest givers. If I pump 2,100 NPCs to any MMO kit, it would just collapse and the server would fail, the Unity client would just crash…

This is with the latest A* Pathfinding… I must be one of the first candidates for Unity x64 since the server-side tool does it correctly and Unity returns out of memory…

On the server, I get the mesh terrains all correct. It excludes the non-walkable objects, excludes walls, buildings, executes path-finding correctly, works without having Unity head-less on server…, the modellers have no problems creating terrain meshes on server because it is part of the Artwork pipeline… Physics is integrated, colliders are working correctly on server…, the 2,100 NPCs are working well and server is executing the AI and path-finding jobs very quickly…

With A* path-finding, using the latest an greatest version, the Recast version it has cannot distinguish different layers, obstacles, and basic things… trying to make dynamic updates in Recast meshes, even trying executing A*, path-finding on server without using Unity.

The server-side parts don’t need anything on the Unity Client. The Unity client gets X, Y, Z transform, rotate, animation state, HP, MP, Quest Info, Chat Info, Armor info, Cast and Attack results.

I get bored dealing with Unity vendors who give funny MMO solutions, I get tired of dealing with vendors who stick the “MMO” label on their product and pull wool on their customers eyes.

woah, really nice Eskimojoe

@eskimojoe

Can you give us a little context for what you are showing us? Are the pictures from your project, Lands of Ammox? Are these issues you encountered due to the limitations of Unity as a client or are they mobile specific problems?

You seem to have lots of experience with software and have taken on the challenge of making an MMO. I would like to hear more of your thoughts on the subject. Care to do an Ask Me Anything thread regarding Lands of Ammox?

There is a thread here:
http://forum.unity3d.com/threads/209652-Lands-of-Ammox-Mobile-MMORPG-in-development

Hey, I’m the maker of this advertised framework and I don’t see how I mislabeled it. It’s not a kit never called it a kit and I’m pretty specific in pointing out what it includes.

IRC is a totally viable environment for a chat system. The client used in the project is merely using the p10/irc protocol not the usual flow/method irc clients do. The database is server-side so I don’t know what you’re talking about here.

The definition of MMO is massive-multiplayer-online - now I’ve worked on the publishing end of mmos for over 5 years and some of these “massive” games barely have more than 100 CCU. My framework is based on the photon cloud service which can handle 5000 and more if so necessary - if you consider that massive or not is up to you to decide but anyway let’s talk about how “huge” such a project is. Essentially an MMO (by definition) doesn’t have to be more than online and multiplayer - any game can be called an mmo as long as it allows you to be played online and with tons of people. To this extend my framework already delivers a finished game - you can register an account, log in and chat and “play” with other players. Of course there is no content but that’s a completely different story altogether. Content is work but that’s not exclusive to MMO’s. Heck I can make an MMO where the target is to run up a hill and whoever does it first will be “king of the hill” for 10 minutes after which it resets and everyone can run up the hill again. And that would have almost zero effort in making. So yeah I somewhat disagree with the notion that an MMO has to be super difficult to make. It can be anything you want it to me. And personally I recommend starting small.

Oh and last but not least:

When I say character controller I mean a 3rd person WOW-style controller capable of walking/running/strafing with ingame keymapping functionality and out of the box swimming and flying. I’m not saying that’s super impressive but the whole thing is 50 freaking bucks and I’ve seen less for more plus I’m not forcing anyone to buy it.

I don’t want to sound overly defensive btw. Definitely not forcing anyone to buy this. I have the chat system that’s part of this mmo framework here in the asset store and a couple of people bought it. Never heard any feedback (negative or positive) but all of my stuff does what it says and I’m more than happy to assist and/or help if people encounter problems. I’ve put work into this because I was making my own MMO but unfortunately I have little to no idea about 3-d modelling and animation and my buddy who was supposed to do that part decided not to contribute any work so the project is on hiatus so I thought I could at least offer the work I’ve already put in to some people who may be interested in using it.