hey I’m new.
I was pointed to unity by some cool guys over at polycount, i asked for a cheap engine / toolset that I could use to create a demo of an mmorpg concept I have, so I came over here and downloaded unity and so far I am blown away by the system. it looks great, and I can see the potential in a lot of the features that just don’t seem to exist elsewhere. so now I have to think maybe this system can be used for the whole project, not just the demo. what do you guys think? anyone done a mmo type project with it? any tips or troubles you can warn me about? I am a writer mainly so I don’t know that much about scripting and the server/client architecture, so any insight is welcome.
thanks everyone
if you roll an own server backend and likely networking or use one of the existing ones then sure.
But its no simple task. As a single person, expect that you will need a few months fulltime until you have something that qualifies for more than a multiplayer online hack’n’slash with part aspects of an RPG
FusionFall is a browser-based MMO built with Unity. I know that at least one other is in development. For large-scale multiplayer, your client would be built with Unity, and you would have a custom or third-party backend on the server.
Thats what I figured. still forking out for server side and db, but saving a lot on licensing an engine. bears more in depth research but im cranking away with unity for my demo, and plan to get the indy licence anyway. btw I have a team of peeps, or at least 7 peeps who are going to help whether they like it or not MWAHAHaha…ha…uh…ahem nevermind.
I don’t know why anyone would roll their own server when there are amazing free alternatives designed for making MMORPGs… Take a look at project darkstar. http://www.projectdarkstar.com/
There is a C# client that a unity member wrote. I’ve tested it out, it works great.
Darkstar has all the built in persistence and session management. You will still need to write your backend logic, but it’s a great place to start.
thats good info kevin, I will have to look into it thoroughly. the only issue I seem to be at a loss on is the collaboration of my team, you see we are not all in the same place, and I have heard nay-saying about unity’s solution, any pointers?
yes - disregard them 
Asset server works great, but it is an extra expense, and folks who are comfortable with traditional (and free) version control systems tend to find that annoying.
I use Slicehost as a host for Asset Server, works great, simple setup, 20/month.
Hey men if you wanna work in a sci-fi game
contact me at rudasvicen8@hotmail.com
it wont be paid at the moment but you
will get money of the earnings
what do yo say? wanna team up?
Hey rudak, this thread is over a year old.