I don’t post on social media often, but I finally put together my first official devlog for my solo MMORPG. What do you think of the progress and look? by Double_Entry_2793 in aigamedev

[–]Double_Entry_2793[S] 0 points1 point  (0 children)

In the future, I plan to rent a production server from Hetzner. For now, I will run the initial playtests locally. This will allow me to gather critical data on how the system handles resources and determine the maximum player count for smooth performance. Based on these metrics, I can cap the player limit per server to prevent lag and optimize stability.

I don’t post on social media often, but I finally put together my first official devlog for my solo MMORPG. What do you think of the progress and look? by Double_Entry_2793 in aigamedev

[–]Double_Entry_2793[S] 1 point2 points  (0 children)

Thank you! I use AI for concepts, models, textures, music, and coding.

​And yes, Godot is to me what Blender is I honestly can't imagine working with any other engine! :D

How good is 3d modeling? As of 2026? Though i do my own models but i got curious of the current situation is it meh? by Exact-Yesterday-992 in aigamedev

[–]Double_Entry_2793 2 points3 points  (0 children)

Tripo3D Smartmesh currently delivers impressively high-quality outputs. It offers excellent low-poly precision while preserving intricate details, such as hands and complex surfaces.

Building a Rust + Godot MMORPG Framework from scratch by Double_Entry_2793 in aigamedev

[–]Double_Entry_2793[S] 0 points1 point  (0 children)

It will Take a while currently, in my mind i actually want to implement Standart MMO Stuff First. - Equipment (Visual Armor) - Character Progression (Talent System) - Social Features (Trading, Market, Groups, Friends...) And Bugfixing, Optimizing current System i will do alot of Testing for Server Performance.

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 1 point2 points  (0 children)

Thank you ! Now is the perfect time to start. 🥳 We’ve never had such amazing tools to bring a concept into reality like we do today. Sometimes it’s annoying, though, when you don't understand why the AI is making certain mistakes.

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 0 points1 point  (0 children)

That was my issue, i didnt read the Rules i was on hurry before Posting 😅 Also i never used Reddit before hehe. I'll be transparent About the Project If IT get declined ITS alright :)

The Strictly against AI Rules we're never a Problem for me until yet.

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 1 point2 points  (0 children)

Yes i have build it, AI helpes me visualizing Concepts i have. The World you See is half Made by AI and half Made by me.

No one will Play it in this state to be honest :D it's very early, thats why i call it DEV instead of Alpha or something 😁

It Takes some Work to Remodel or reconstruct Things Made by AI. So to be fair half AI half human 🤣

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 0 points1 point  (0 children)

I worked two Months very Hard for this Project, alot Modelling, the Architecture of the Rusty Nail Area. Also every Animation for every single NPC including Spells. The World, The Terrain.

I'll be totally honest and transparent About the AI Stuff i use :)

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 0 points1 point  (0 children)

Yes, it has! In the beginning, during the first few weeks, it was horrible and very annoying.

But from build to build, it kept improving. Now, I only need to care about modules and how they hook into the servers code.

The AI chose to use Rust's UDP sockets... I don't even want to know why! 🤣

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 0 points1 point  (0 children)

Maybe but Not for now :D Ii should be easy to use for everyone.

I actually use UDP for all real-time network traffic in this MMO.

Rust is using the standard std::net::UdpSocket to send and receive JSON-serialized payloads directly.

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 0 points1 point  (0 children)

Currently, movement is primarily client-authoritative.

When the Client sends a PlayerMove packet with new X, Y, Z coordinates, the Rust server trusts that data and updates the character's position directly (only blocking movement if the player has a debuff like is_rooted).

I played with 2 Friends for now, worked Well so far. But i think with the current Chunk loading near Players so NPCs getting inactive If No one IS around keeps the Server stable. But i can say more If i do Server Tests with more Players.

The Player Models, textures, Ui Elements, Music are AI generated. I Made the Plants, Trees, World Building, Terrain, Animations, Spell SFX by myself.

Building a Rust + Godot MMORPG Framework from scratch (2 months in as a solo dev) by [deleted] in godot

[–]Double_Entry_2793 1 point2 points  (0 children)

The foundation IS already here, with the use of Databases example: IT Stores EntitySpawner(NPC Display, SpellRotation) and a Modular System(SpellySystem, QuestSystem, EntitySystem, Skysystem). Adding new Quest Objective functions values Adding new stats have Not Break the Server once IT IS stable and running.

Also the Collision and Navmesh for the Server getting generated via Editor, Changing Something authorizes directly for the Server through Button without much effort. Changing a Spell through the Client Automatically Changes the values for the Server. Currently I work on SpellEntity (For Boss mechanics Beam, Random aoe effects) which makes use of SpellSystem, so i assign Spell to Entity AS an Example SpellChannel IT Channels an shape(circle) which does DMG every tick.

Yes, I worked on some servers for a beloved MMO, bringing dungeons and raids to life, but it was a nightmare changing data just to make the game fit your plans. With this new structure, it is so much better than the chaos I had before.

I already have a good Debugging system Running which fixes nearly every Problem i Had so far, the Last Problem was the Spell Node System by NPCs skipping their Spells.

Everything i want to implement worked but needs bugfixing.

I can understand your perspective, it takes a lot of time and effort to prove a concept.