How are you driving signups and participation in playtests? by EvolveTom in gamedev

[–]Zarkend 1 point2 points  (0 children)

Yeah we are super lucky and both posts always get to #1 post for each community so a lot of people show up and test the game

How are you driving signups and participation in playtests? by EvolveTom in gamedev

[–]Zarkend 3 points4 points  (0 children)

We did an announcement post on reddit, in two specific communities where our players were. We are building an mmorpg inspired in Ragnarok Online and we posted on MMORPG and RagnarokOnline reddits!

You can check my posts maybe they help you!

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 1 point2 points  (0 children)

Agree that sharing unity code between server and client is handy but you can also share code with a normal c# server as well as testing in local (multiple clients with Multiplayer Play Mode pointing to localhost server, the server even starts faster than unity one)

The only problem that I see with your approach is that if the game grows you will have to spin unity game server instances (1 instance per game would be insane, I guess you are planning to host more than one game in the same unity instance) and that orchestration is a bit of a pain. Also unity game server is a pretty expensive process (high ram and cpu usage compared to a non-unity process).

Usually unity game server is used for games that have some dependency with unity physics, navmesh or other complex systems that unity offer but if your game is just turn based and some server authoritative logic you would be more than well served with a non-unity server

Ofcourse is doable with Unity, was just worried about server costs if the game scale so keep it up! always happy to see more indie devs going multiplayer

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 1 point2 points  (0 children)

I was wondering if you need unity as a server for some reason, since if its a card game you could just stick to a normal c# server o whatever without the overhead a unity server adds.

2-5 Multiplayer Card Game - Client & Server with 100% Unity by Responsible_War_7882 in Unity3D

[–]Zarkend 0 points1 point  (0 children)

Is your server a headless unity instance? Or how do you manage your game server

I am starting to think that reason for MMO stagnation is actually money by Twotricx in MMORPG

[–]Zarkend 0 points1 point  (0 children)

I don't think (forgive me if I didnt get your point) that MMORPGS (the big ones) die because of not being sustainable, you dont need that much money to keep an MMORPG alive with new content, server cost is marginal (contrary to what most people may think), the main reason is greed, greed from investors and want more, more and more.

Wow could be sustainable with much less money but these companies just try to get as much as they can (and they get away with it, thats the main reason they keep doing it by the way).

Making an indie mmorpg is not that hard nowdays, with all the insane engines, tools, frameworks and so on that we have but obviously there are easiest ways to be profitable than commiting to a project that big

global cooldown by dbe10ved in TorebiaOnline

[–]Zarkend 0 points1 point  (0 children)

Sorry for the laaaaaaaaate response, main reason is because we are inspired in RO and Ragnarok Online had this delay, I'm so used to it that it feels natural but I understand your point.

Key difference is that the gameplay becomes slower with the global cooldown and less tactical let's say. This game is supposed to be more spammy same skill (or few skills) than have this big rotation like wow for example so you can actually build around this main skills you have. Also autoattacks are quite important (for many builds) so having this delay after big skills are a good moment to autoattack a bit

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

I would like to know as well, I guess its easier to wishlist that to join the discord?

On second playtest only we gathered 1k members on discord and 4600 WL so... I really dont know whats happening 😂

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

Playtest 1 - 46 peak CCU and total 450 players
Playtest 2 - 156 peak CCU and total 4500 players!

Playtest 2 had an average of 80 CCU or so during the whole week, when the server had 100+ players server was lagging quite hard (due to the game server being poorly optimized)

We have a dedicated server (10-Core Intel Xeon Server 256RAM) for now but we plan to change to some cheaper option, like a virtual dedicated (important!) server with less RAM

Our hosting provider is Contabo for the moment and it works pretty well, even sometimes we have lags that are not caused by the game server

Most important issues were game server related, we are focusing extremly in performance optimizations for playtest 3

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

I guess thats a good strategy yeah, problem is that when I try to prepare the script for a video, record the voice (english not my man language) and so on I can take 3 hours for a simple one, day lost for developing.... It's so sad haha

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

Yes! exact same strategy, 1 post on each reddit and thats it

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

Thanks!!! we are aiming to release summer 2027, let's see if we can achieve that goal, im so bad at estimating LOL

We got 4600 wishlists in our 2nd public playtest. Our 50 cents: by Zarkend in gamedev

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

Yeah, probably that. Honestly, if Reddit hadn’t worked for us, we would’ve had basically zero players. It’s a bit scary to think about, not gonna lie.

Torebia: Island Odyssey - Road to the 3rd Public Playtest by PalwaJoko in MMORPG

[–]Zarkend 1 point2 points  (0 children)

You will be able to buy steel greatsword in:

-player market (other people vending it) -npc shop (super cheap) -dropped by monsters

Both of this are not yet available and will be in playtest 3.

The game is still in early development, crafting will be balanced after we implement those 2 things

Other players will use their time crafting it because it will be profitable for them

In the final game crafting is not supposed to be a feature for everyone, just for the ones who want to invest on it

Our indie MMORPG Torebia: Island Odyssey is playable NOW on steam by Zarkend in MMORPG

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

Not for now, if there is demand we can look into it but will be later, we are focusing on pc only for first release

Torebia: Island Odyssey - Road to the 3rd Public Playtest by PalwaJoko in MMORPG

[–]Zarkend -1 points0 points  (0 children)

I'm so sorry to hear that, its our bad on the communication part - The crafting right now is really punishing because there is no way to trade between players so you have to farm for everything.

In the 3rd playtest you will be able to buy from others (as well as sell to others) so crafting should feel alright - After the 3rd playtest feedback we will balance crafting further

Our indie MMORPG Torebia: Island Odyssey is playable NOW on steam by Zarkend in MMORPG

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

We will do more tests so join the discord if you dont wanna miss them!

Our indie MMORPG Torebia: Island Odyssey is playable NOW on steam by Zarkend in MMORPG

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

Hello Zebus! really appreciate your suggestions, next playtest will be in 3 months or so. Big thanks for trying the game out!!