MMO Construction Kit

Hi all, we are currently working on a full solution system for developing a MMORPG game with Unity. Unity will be used as the client with our own Server Software which will allow people to connect to a Massive Multi-Player Online world. As a developer you will be supplied our server side system which is not done in Unity and use Unity as the Client to connect to the server.We will also be adding a building system in Unity itself to set Mobs, Add quests, and much more. This system will update the server side automatically when you are building your game in unity. We where just wondering what the demand would be for such a system.

Website: Atavism Online
Wiki: http://atavismonline.com/wiki/

Get in on Alpha by pledging on our Neo’s Land game website or Neojac Main Website, two rewards available for Atavism Engine.
Neo’s Land: http://www.neosland.com
Neojac: http://www.neojac.com

Basic Licensing:
NeoJac offers the following licenses for Atavism. Licenses are determined by the number of concurrent users (users online at the same time) participating with the platform. Licenses can be upgraded as your game’s success improves. This allows for a “pay as when you need it” and not have to worry about those royalty percentages riding on your efforts. You can have as many different servers done with one license but only one database per server. There is no royalties added with the licenses.

The Base Build License will be purchased at the Unity3D Store.
All other licenses will be purchased here. Each license is an upgrade, of which must be paid separately.
Licenses are per seat with group discounts.

STARTER LICENSE $45 (USD)

100 Concurrent Users
This code will be purchased at the Unity3D Store and is required for all of the other licenses. All of the server code is compiled, with exception to configuration files. This build allows for developers to quickly develop a MMO within Unity3D by using the GUI (Graphical User Interface).
Base Build Licenses includes: Chat, Quests, Skill System, Basic Combat, Pets, Mob Spawning, Factions,Inventory system, Modular housing system and more to come.

VETERAN LICENSE + $120 (USD)
Must own Starter License

450 Concurrent Users
The Veteran Build License allows for customization of the Atavism Information Game System (AGIS) files; however, the Core Server Files are compiled. Developers will be able to provide some uniqueness and greater flexibility to their games by means of writing their own plugins.
More information for packages will be provided at a later time.

EXPERT LICENSE + $235 (USD)
Must own Veteran License

1500 Concurrent Users
The Expert Build License is of the Veteran Build, but with up to 1,500 Concurrent Users.

LEGENDARY LICENSE + $600 (USD)
Must own Expert License

Unlimited Concurrent Users

Here is some test world done so far people are working on if you want to login and run around. As its demo worlds they are being developed as time goes on so might not have lost in at the moment.

Atavism Demo Game - Arcfall
Web Base Demo

Neos Land MMO

Video of Age Of Survival who uses Atavism Engine:

Games Being developed Using Atavism Online:

Greed Monger

Divergence-Online

Videos

First Overview of the current Alpha 1.2 version

Setting up Boot Camp Demo with the engine.

Infinite terrain using Boot Camp assets which mean no limit world.

Current Release Features:

Atavism Unity Beta 2 Release Notes
17th June 2014

Note: The Atavism Unity tools are still in alpha and as such may contain numerous bugs and so e features will be missing.

Atavism Unity Beta 2 Changelogs
Major Changes
1) Inventory System:

  • The Inventory System has been improved to allow “Effects” to be added to items. These can include stats that are applied to characters when the item is equipped, abilities that can be activated by the item, and Auto Attack ability replacement for when a weapon is equipped. The system is designed to allow other types of effects to be easily added to items at later dates.
  • Bags are now properly supported and players can put bags into their bag slots to give themselves more space in their inventory.

2) Atavism Editor:

  • The Atavism Editor now has a login system to verify the user has purchased a license to use the Atavism Editor tools.
  • A new Option Choices plugin has been added allow users to add and change the options for many of the drop down in the Atavism Editor. For example, a user can now set their own item types rather than using the predefined options.
  • Help section (book Tab) now has a description and function information on each item for that plugin.

Minor Improvements
Atavism Editor

  • Added Delete/Remove buttons for many areas where you could not previously delete data entered.
  • Mobs: Faction and Damage Type drop downs now correctly link to the data in the database. New field: Auto Attack added to allow specifying which ability the mob uses as their auto attack.
  • Player Character Setup: Added Auto Attack field to allow specifying which auto attack the players character starts with.

General

  • The Input Controller system has been changed and now Input Controllers must be added as a component to an object in each game scene (generally to the Main Camera). An Input Controller should not be added to the Login scene.
  • Players disconnected from the server will now be booted to the Login Scene rather than being left to run around the world.
  • The default UI has been improved to allow anchoring to different areas of the screen.
  • Key bindings have been added for the action bar (using the 1-7 buttons), and for a few windows (L for Quest Log, K for Skills, B for Bag)
  • A caster slot has been added to the CoordProjectileEffect script so the slot the projectile leaves the caster from can be set.
  • Quest Items have been added, an item with an Item Type of Quest will only drop when the item is needed for a Quest the player is on.

Fixes

  • A couple of item duplication methods have been fixed.
  • The Cursor is now drawn in front of the rest of the GUI
  • NPC’s offering only one dialogue will now display that dialogue when requested
  • A newly created character will now start with their full amount of health and mana.
  • Players can no longer login to the game with any password when using the UMA package (it was a server side fix, a UMA update is not required).
  • Starting abilities for skills will now be granted for abilities with a level of either 0 or 1.
  • The Ability and Inventory systems in the game no longer stop working when 2 or more Prefabs have the same id.
  • The InstancePortal script is working again and can be used to teleport players between instances.
  • The Mob Spawner UI will now only show up for those who have access.
  • The mouse wheel will no longer zoom the camera in and out when over most GUI elements.
  • Quests set to Repeatable are now repeatable.
  • NPCs will now talk to players who are on a Quest but have not yet completed it.

We have put together a basic roadmap, this will not be all features but as we go along more things will be added.
Added January 31 2014

Phase 1: Core Content Development Tools
1) Combat Atavism Project Updating System - 15th Feb
Combat

  • Skill system: experience based levelling skill-use increase options.
  • Abilities: damage, healing, stat altering, stun, spawn, despawn and more ability/effect types.
  • Co-ordinated effects: Support for animation, sound, particle and other special effects on ability activation and completion.
  • Basic Skill progress and Ability UI provided.
    Atavism Project Updating
  • New Updating system to allow updates to be implemented without losing any content created in the world
    2) Quests - 1st March
    Quests
  • Ability to create quests, set their objectives and set up their rewards in the Atavism Unity editor tool.
  • Basic Quest UI provided to allow players to accept, track and hand in their quests.
  • Quest Item support – items that only drop when on quests

Phase 2: Core Server Functionality ( Beta)
3) Terrain System - 15th March
Terrain System

  • Full Paging and stitching Unity Terrain System
    4) Server Side Collision - 5th April
    Server Side Collision
  • Navmesh collision generation in Unity that can be copied to and run on the server
  • Navmesh editing on the server
    5) Authoritative Player Control - 19th April
    Authoratative Player Control
  • Server implementation of character control to verify characters position and movements from the client input.
    6) Pathfinding and Mob AI improvements - 10th May
    Pathfinding
  • Mobs pathfinding system upgraded to use server collision to accurately move around the world.
    AI
  • Improved AI functionality to control mobs with patrol paths, roam radius, combat behavior settings.
  • Possible advanced implementation of a system similar to Story Bricks
    7) Server Management Tools Monetization - 24th May
    Server Management Tools
  • Manage accounts
  • Start/Stop server
  • Check on server status other details
    Monetization
  • Server side support for Item mall
  • Server side support for Subscription based models
    8) End of Beta improvements - 7th June

Phase 3: Extra Features (Full Release)
Order and Dates to be determined at a later time
Social

  • Friends and Blocked list UI
  • Chat channels
    Grouping
  • Allow players to form groups to work together on quests, in combat and take on dungeons/pvp battles
    Merchants
  • Allow players to purchase items from NPCs.
  • Atavism Unity editor plugin to allow setting up Merchants
    Trading
  • Secure server side system for trading to allow non-bound items to be traded between players but with checks in place to prevent duplications etc.
    Arena/Battlegrounds
  • Arena system provided to allow 2v2 matches etc.
  • Basic battleground templates such as CTF allowing larger groups of players to fight in teams against each other
    Pets
  • Both combat and non-combat pets that follow you around the world
  • Ability to tame pets and use them to assist you in combat

I would say depends on cost and whether we had access to server and client source code.

Hi Zeeawk, yes we are looking at different systems. Because we want to make it easy accessible to all we are looking at selling different packages with different amount of items available to players. We definitely want to give the starter package away for free but it will be allowing limited changes. As the pricing increases for higher graded packages there will be one which will supply full source code to server. The client is build in unity so you will have full access to that code. we are also looking at other payment setups like the Photon Cloud system where you get full access to a server and depending on the usage have to pay only when your world have x amount of people using it.

What style of combat will this MMO Kit allow?

The normal WoW style, or a variety of styles, such as First Person, Third Person etc?

Will we be able to modify it to our means?

there will be a range of style when it come to camera control as that’s all controlled by the client which is Unity so you will have allot of freedom when it comes to modifications. It also depends on what package you get which how much you can modify it.

I’m positive that if done correctly, it will have a staggering demand.

What is the progress and eta on release?

We are looking at a demo game we want to launch to show basics like quest, combat and so forth to developers. The game will be released in about a month or so which everyone can test and a closed beta version will be released as well for testing to a few people.

Very exciting!

I for one will be anxiously awaiting release.

if it can handle FPS MMO type games, ill be first in line :wink:

We are looking into it at the moment. FPS are not the easiest ones to make in a MMO as the physics must be really good for detection in combat. But I am pretty sure we will be able to work it out.

Hi all, thought I would share this video with you guys. Its a old version of our MMO build system we have using the server software we are integrating into Unity but it uses our own client we had before we decided to use Unity for our client side. You can see what options you had there at that stage already. This world building is done in real time in game which will allowed a wide range of things that could be done like quest creating by players and so forth. Our only problem we had at that stage was that our client was not good enough to produce a AAA game with the features it had, that’s why we decided to use Unity for our client side and am busy integrating our server side with Unity. The MMO Construction Kit that will be released for Unity will allow developers to create content and world building both in game and in Unity.

This is really nice, and I’d love to be apart of this. I have some useful client sided code which might greatly benefit the project.
Add me on skype: GambinoIndustries

Cool added.

Bump

Interested I’ve been working on my own sub systems for my games even my own network code as well would love to help out where I can.

Thanks, yes we will be looking at getting more help soon. We have been working on the server side for a few years now so its pretty far already.

I really like your work and efforts. If you need help in testing something just send me a PM.:smile:

Will do, allot of testing will start very soon.

Wow, I just saw the video and it looks AWESOME.
Great job dude!
Any idea of cost or anything like that ?

We are looking different price packages, Starter package will be $25 and then it goes up depending on what you want included. The starter package will allow you to develop a full MMO though.