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    Atavism MMO Creator

    Introduction
    We have developed Atavism MMO Creator which is the server side system and currently it is using unity as a client. We are looking to see what interest there is in the Unreal community to get Atavism ported to Unreal Engine.
    Atavism opens up the development of 3D virtual online worlds and MMORPG games to everyone.

    You focus on developing the game, not the programming, and have a prototype up within a few weeks, even if your team is very small. You don't need to have a million dollar budget anymore to develop a MMO game as we have already done most of the heavy lifting with pre-designed plugins for every system, all you need to do is setup what stats you want to use with them. If you really want systems of your own you can also code your own plugin systems and even share or sell them to other developers who are using Atavism.

    What sets Atavism apart from other server engines is that we have a open plugin system already done with all the basic MMO systems you will need to get up and running within a few hours. You also get the server software which allows you to setup your own servers anywhere you want and give you full control with out any royalties or monthly subscriptions. Using Atavism as the back end server system and a 3d engine like Unity or Unreal as the front end client we have the best of both worlds where we have a solid networking system to allow thousands of players into one world while using the super advanced graphics rendering system of these 3d engines as a client.

    Plugins Systems:
    As we have been working on this we have had over 400 Development Companies test and use Atavism already in the closed Beta release to polish and make sure Atavism meets the needs of what game developers want from a engine like this. With that we have already developed over 18 different plugins that allows you to customize your game easily without any coding and linked them into a Editor that you open up in Unity for easy access. Our aim will be to bring these plugins into Unreal and make them accessible through the Blueprint system. Here is a list of some of the plugin features that's been developed.
    • Data Base Plugin: Setup your database information and be able to link directly to it through the editor which allows you to do changes instantly to things pertaining to your MMO game.
    • Instance Plugin: Create and setup new instances in your game which can be anything from Dungeons you want players to explore or even a different world in one MMO.
    • Accounts Plugin: Control all player accounts from this plugin and set different access levels such as setting certain players as GM's in your game.
    • Mobs Plugin: Create any mob template from a click of a button with stats and loot you want them to drop, then spawn these mobs in-game where ever you want in real time. You can even spawn a dragon right in front of other players while they are standing next to you in game.
    • Loot Tables plugin: Setup different loot tables and drop chances of items for your mob templates.
    • Factions Plugin: Use this plugin to easily setup your different factions in your game as well as what their standings are to one another.
    • Quests Plugin: Create different types of Quests for your players which you then add to any NPC you want to give the quest out. Create a chain of quests that can guide your players through your storyline.
    • Dialogue Plugin: Create different dialogues for your NPC's. You can also use this system to allow multiple outcomes in the storyline depending on what a player chooses while speaking to a NPC or even allow access to certain quests only if a player asks a NPC certain questions.
    • Items Plugin: Create all the items for your game with this, add different stats to items and functionality.
    • Skills Plugin: A full skill system which allows you to open up skills when players level up with XP or level up their skill by using it like the old UO style game play. The choice is yours.
    • Abilities Plugin: Create different abilities for your players that can get when they have a certain skill. They can use these abilities in a wide range of ways from combat to crafting to professions.
    • Effects Plugin: Build your own effects for your game to make it unique like a melee-strike effect that deals physical damage or a magic effect that heals your player.
    • Coord Effects Plugin: Setup different animations, particles and more to run on events such as play an attack animation and a particle when you use a strike ability.
    • Stats Plugin: Design any type of stat you want for your game with this plugin.
    • Player Character Setup Plugin: Setup what races, stats and classes you want your players to start with as well as where you want them to spawn and how you want starter characters to look like.
    • 3 Different Targeting systems to use, Soft Targeting for FPS style game, Tab targeting and click targeting.


    Please leave your comments below if you want to see Atavism in Unreal Engine. We look forward to be working with the community here.

    Websites:
    Atavism MMO Creator
    Neojac Entertainment
    Atavism On Steam
    120
    Yes
    87.50%
    105
    No
    5.83%
    7
    Not Sure
    6.67%
    8

    #2
    Sounds great, would like to see Demos if you have any?
    Unify Entertainment's Blog - The Unity

    Comment


      #3
      We have a bunch of tutorials and demo videos, but like we stated those are using the Unity engine. This is mostly to see what the demand is for the Unreal engine. As teh client engine is more for graphics it will not matter which engine is used as a client as the plugins are the same.

      Here is some links:
      Atavism Tutorials done by Community
      Neos Land MMO

      Comment


        #4
        Does this plugin support giving the end user (player) the ability to customize the look of their characters using face/body morph targets, and then storing that information in the backend so that other users (players) can see those changes?
        WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
        World Machine to UE4 Export Macro
        WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

        Comment


          #5
          hi,
          your instance plugin will make instance in secondary server or that will be on one server ?

          Or that will be the same way as your unity project ? ( http://www.atavismonline.com/technology/atavism-server )

          Comment


            #6
            Hey Neojac -

            Glad to see that you are planning on porting this to Unreal 4 providing that there is interest of course. That said you got an upvote from me.

            That said got a few questions -

            1. Your licensing seems rather fragmented for Unreal 4 any plans on changing this? The reason why I say this is that you will need to have Blueprint support if you want to be successful. Which involve creating your own plugins in the editor.

            2. Will this be a separate branch of UE4, a plugin, or a series of plugins?

            I cannot wait to see what you guys can bring to Unreal 4.

            Comment


              #7
              Originally posted by SaviorNT View Post
              Does this plugin support giving the end user (player) the ability to customize the look of their characters using face/body morph targets, and then storing that information in the backend so that other users (players) can see those changes?
              We are currently supporting a product called UMA witch is a morphing target system for Unity. I think we could most likely also create a plugin which would support a similar system for Unreal as well.

              Comment


                #8
                Originally posted by Meriamon View Post
                hi,
                your instance plugin will make instance in secondary server or that will be on one server ?

                Or that will be the same way as your unity project ? ( http://www.atavismonline.com/technology/atavism-server )
                It will be as posted on the link you supplied, basically you have different servers running but on one machine. Or if you want you can also separate those servers onto different machines. Then with our next two updates currently we will be allowing those servers to be cleaver servers which means if one had to much load it would hand it over to another machine and create a link between the two, like a as needed cloud server system. By the time I think it goes live on Unreal if we get enough people wanting it that should be implemented already.

                Comment


                  #9
                  Originally posted by HeadClot View Post
                  Hey Neojac -

                  Glad to see that you are planning on porting this to Unreal 4 providing that there is interest of course. That said you got an upvote from me.

                  That said got a few questions -

                  1. Your licensing seems rather fragmented for Unreal 4 any plans on changing this? The reason why I say this is that you will need to have Blueprint support if you want to be successful. Which involve creating your own plugins in the editor.

                  2. Will this be a separate branch of UE4, a plugin, or a series of plugins?

                  I cannot wait to see what you guys can bring to Unreal 4.
                  At this stage we don't have all the details how we will be porting this over, this is currently just to gauge how many people are interested so we can set the budget to port it over accordingly. We will most likely be working more closely with the Unreal team once we start this process to ensure it works out well with Unreal Engine whitch ever way we do the licensing system.

                  Comment


                    #10
                    Originally posted by neojac View Post
                    At this stage we don't have all the details how we will be porting this over, this is currently just to gauge how many people are interested so we can set the budget to port it over accordingly. We will most likely be working more closely with the Unreal team once we start this process to ensure it works out well with Unreal Engine whitch ever way we do the licensing system.
                    Alright sounds good

                    Comment


                      #11
                      I myself will be interested in the Unreal version of the Atavism MMO Creator.

                      Comment


                        #12
                        if you will made it i would bought it

                        Comment


                          #13
                          I bought this for Unity on a whim and aspirations to do something awesome. It was cool, but unity was terrible. So I stopped using it. It would even appear that I also stopped receiving updates or any news about it at one point. I would love to see it ported to UE4, and able to transfer my license.
                          Current Project - *shush shush* Ehh.. When its ready?

                          Comment


                            #14
                            I am also a Unity Version owner; and I would LOVE LOVE LOVE to see this on Unreal..
                            ..
                            ..
                            like.. really...

                            Comment


                              #15
                              If you made it I would as well purchase.

                              I almost purchased it for unity but have started switching over to Unreal

                              Comment

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