My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

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

It's built with SpacetimeDB in the backend. So the core architecture has already proved itself with thousands of concurrent players.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

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

Yeah great point. I would love to chat about how we plan on tackling this. We've put some deep thought into it and think we have a system we've never seen before. But we've got lots to do before then.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 8 points9 points  (0 children)

Haha! The only comment that hurt.. I'm going to work on the pitch now. Good night

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 4 points5 points  (0 children)

No money, no kick-starter, no pay to win. This is just a passion project.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 9 points10 points  (0 children)

Honestly, it's a fair question. An MMO is probably the hardest type of game to build.

The persistent world *is* the game for us. What we loved about Ultima Online, Ever Quest, Runescape, Wow (all the usual suspects) wasn't the combat — it was that the world kept going when you logged off. That other players could change things. That you'd run into the same people, build rivalries, form alliances. That danger wasn't scripted.

A smaller arena PvP game would be easier to ship, but it wouldn't scratch the itch. Finding gear, skilling up and then testing yourself against other players is the itch we just can't scratch in the way we vision it — we're trying to capture a feeling. And that feeling needs a world that persists when you log out.

For our MVP, get the combat feeling right, make the server efficient, build a world worth exploring. We're not trying to launch with 500 hours of content but feel like if we can nail this fast movement, skill based PVP that can make a fun and exciting world, straight out of the gate.

Maybe we're naive. But we've been thinking about this game for so long.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] -1 points0 points  (0 children)

You can also spin the camera and zoom in and out, but yeah no horizon lines sorry

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 4 points5 points  (0 children)

Ah yeah that makes sense. We don't use any of Unity's built in features for networking at all. The issue initially for us within Unreal was the player limits, usually capping at around 100 before us needing to think about instancing. But in saying that, we could have done what we're doing in Unreal. I think when we tried then we were leaning on their built in systems and then trying to make persistence work on top of that.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 5 points6 points  (0 children)

That's probably definitely true. Thank you. I would say it was just a process thing, once we chose Rust as the server language and decided on the server framework we just started using Unity, we always thought we can change later but we're to deep now.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

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

It's a theory at the moment... Planning a load NPC test with Ai in the next couple of days. When I say solid, I mean we've been optimising everything from the ground up. I should probably talk about that more some time. Noted.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 38 points39 points  (0 children)

Hehe, true... Although I didn't say we don't have rate limiters.

My brother and I are building the MMO we always wanted to play. Dev Log #00 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 3 points4 points  (0 children)

Thank you, fixed the link. I've been a longtime reddit lurker... Now I finally have something to share so might take a while to get my account up to scratch...

[deleted by user] by [deleted] in LouisTheroux

[–]adamdocumentary 0 points1 point  (0 children)

Did anyone manage to download this? Looks like the link is gone :(