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MMO RPG Kit - Unreal + MongoDB + Node.JS

Updates:

1.1.2016 : First Announcement About Kit

Compatible with UE 4.9.2

Used both c++ and Blueprint

Used Unreal Engine for Client and Master Server, used node.js and mongoDB for web side…

This Kit will be included :

Authoritative server
Login System ✓
Server Sellection ✓
Player Creation and Selection
Teleport System ✓
Item System ✓
Spell System
Effect System
Character System
Inventory ✓, Equipment ✓ and Looting System
NPC and Mob System
Party and Guild System
Dialogue ✓/Quest System
Profession(Gather and Craft!) System
Mount System
Pet System
Chat System
Map and MiniMap System
Player Title System ✓

More:

Shopping ✓
UMG User Interface ✓
Combat Logs
Localization ✓

Thank you:
Epic Games for Infinity Blade Assets.
Vladimir Alyamkin (ufna) for VaRest Plugin.

We will give you access for web-side of MMO-RPG Kit with a good documentation…

Looks great :slight_smile:
Do you have an approximate release date?
And how much will it cost?

This looks interesting.

I will keep an eye on it :slight_smile:

I will follow your project closely as I’m very interested in.
Good luck o/

@Gerrod , thanks a lot. Need about 1 month for first version of release. I think about 100-200 dollars for first release and all minor changes will be free.

@HeadClot, thank you.

@Millystra, thank you, too…

We will add some more photos from kit soon … Have a nice developments …

Server Sellection JSon Query and Documentation …

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Do you plan to include instanced zones (for dungeons/battlegrounds etc.)?

@Gerrod, I want to add this feature and wrote main classes for that but I don’t know how to do that with a unreal engine as server side. If anyone give me a idea for that I will add this feature with major update…

Could anyone from Epic Team answer my question? Mixamo said that
-Can I use Mixamo royalty free or in commercial projects?
-Yes. Mixamo is available for a limited duration as a technology preview and is available free, without license or royalty fees, for unlimited use in both commercial and non-commercial projects.

Could I put their animations to my pack with my character? Is it legal or illegal? I don’t want to be banned for illegal things …

Have a nicedays …

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Have you got an screenshots or videos?

Yes, I could share a Main UI with some elements :slight_smile: LReq mean Localization is not finished for this area …

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Its looking really good. Look forward to seeing more

Are the character, details; shop and inventory linked to the database yet ?

Not yet, we will implement that soon …

There is 3 type title: Common, Rare and Unique with bonusses … Players could get title from quest, bosses or profession … You could edit easily this titles.

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Example Mounts … Fly or Ride :slight_smile:

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What is getting stored client side?

I’m assuming everything is stored server side? I.e. mobs, npcs, items etc etc

Dk

Client is showing only player datas, items’ datas and playin animations. There is anything stored at client side.

Warning :slight_smile: My english is terrible and i don’t know if my ideas can help with this problem.

One idea is:
pvp (teams 8vs8)
1.Group leader 1 press join game(8vs8).
2.Check that group 1 has ==8 player.
3.Group 1 goes to the queue(8vs8).
4.Group leader 2 press join game(8vs8).
5.Check that group 2 has ==8 player.
6.Server match group 1 and 2.
6.1 Check if the are too much servers running. if yes wait until one ends)
7.Server starts new pvp server(with random map) FPlatformProcess::CreateProc(windows) or FGenericPlatformProcess(for other).
8.New server sends his port to the main server.
9.Teleport Group 1 and 2 to the new server and group 1 to playerstart1 and group 2 to player start 2.
10.Play game.
11.Safe all achievements in database.
12.Teleport players back to the main server.
13.End new server.

Dungeons/Raids:
1 . Group goes through portal.
1.1 Check if the are too much servers running. if yes wait until one ends)
2. Server starts new instance server. FPlatformProcess::CreateProc(windows) or FGenericPlatformProcess(for other)
2.1 Check for old status for this raid(how many bosses are killed etc.).
2.2 Eventualy load old status.
3. New server sends his port to the main server.
4. Teleport Group to new server.
5. Safe all achievements in database.
6. When no player left in the instance for a number of time save and end the server.

Battlegrounds(random 10vs10)
1.Player 1 clicks join (random bg).
2.Player 1 goes to the queue(random bg).
3.Server check if there 20 players in the queue.
4.Player 2 clicks join (random bg).
5.Player 2 goes to the queue(random bg).
6.Server check if there 20 players in the queue.
7.This goes until queue has 20 players in it.
7.1 Check if the are too much servers running. if yes wait until one ends)
8.Server starts new pvp server(with random map) FPlatformProcess::CreateProc(windows) or FGenericPlatformProcess(for other).
9.New server sends his port to the main server.
10.Teleport Group 1 and 2 to the new server and group 1 to playerstart1 and group 2 to player start 2.
11.Play game.
12.Safe all achievements in database.
13.Teleport players back to the main server.
13.End new server.

idea 2:
Its nearly the same except that all instance servers permanently running and only starts new game after on game ends and switch old teams for new teams.

idea 3:
All Raids/Bgs/Dungeons are on the same map and server.
For example there are 20 same arenas on one map and every time 2 groups match,
the server checks which of the arenas are empty (every time 1 coordinates are yoused set a variable to 1)and port the players to this coordinates.
After the game ends port the players back and set the variable to 0.
One problem is that i dont now how you can separate thos arenas that the games dont affect the others.