Hi . Do you have any plans to get this into the Marketplace? I am interested in purchasing your package, but I am hesitant in going through 3rd party markets, as I would rather have the surety - so to speak - of content hosted in the Marketplace of the engine that this is so specific to, especially since it is blueprint-based.
Also, I would like to create a roguelike game based on combat that takes place on a more real-time scale, similar to Dark Souls in that players will have two hand slots to equip items, two different mechanics for each item equipped (so for example, a shield can block by holding down the right mouse button, and a click will instead launch a shield-bash of sorts), and area/collision-based combat rather than target-based combat as it seems your kit follows. I suppose an extremely simplified version of Diablo 3 and procedural dungeons is the best way to put it, but in MMO form.
I would also like to know how you handle instancing and moving between areas. So if I were to suddenly spawn a door to an instanced and randomized dungeon, would that work well with your current structure? Or would that take some modifications to the server side to get that working?
I realize that creating something different than what you have out of the box may take a considerable amount of time, but I am greatly interested in purchasing your kit to save time and development costs.
The new update is now live on the demo server! I plan to upload the public build to Sellfy tomorrow, meanwhile you can log in and check out the new features.
Release Notes
Quest system
Quest-giving NPCs can be placed in the world, offering quests to the player. Each quest can have several tasks. There are âtalk toâ, âkill x enemies of certain typeâ and âbring x itemsâ tasks available.
Health regeneration
Regenerates a portion of health every x seconds if out of combat.
Chat /unstuck command
Use it when the character walks off the edge of the map, etc to teleport to the starting location. Removes the need of manually fixing the characterâs position in the database.
Bugfixes:
fixed item popups staying after inventory/equipment window was closed
removed T key triggering teleport (it was left in the build after some debugging)
fixed item popups flickering when the mouse was on them
fixed inventory bug where you couldnât add items after 12 slot
fixed not being able to click on NPCs through your character
Thank you, , for creating this and releasing it. Looking forward to the 1.2 release.
As my obligatory suggestion/wishlist: I think a basic skill system and hotbar would be very well received.
For those who would like to âhostâ your PHP and MySQL locally (on the same PC you use Unreal Editor), you could try something like Laravel Homestead. Itâs basically a virtual machine image for VirtualBox + Vagrant and it comes with PHP 5.6 and MySQL. Itâs a bit of trouble to set up, though far less trouble than trying to install a virtual machine, operating system, PHP, etc. individually. It removes the need for finding (and potentially paying for) a web host.
If youâre having an issue where on the login screen you submit your username and password, the game returns a âlogged inâ message but cannot proceed further, itâs because a PHP error is being generated. I suggest adding this line to mmoconnection.php (because it is included in the other scripts):
The new build for UE4 4.8.* is available for download on Sellfy! As always, itâs free for existing customers. For those whoâve missed the build notes, here they are.
I havenât had any problems using PHP for the login system so I donât see the need to switch to a socket server. Iâm using a socket server for chat though.
Yeah Iâve thought about it. Itâs kinda easy to implement yourself though, and I was trying to focus on more difficult stuff - inventory/equipment/quests as some of my priorities. Now that those are out of the way, I will probably add a hotbar soon.
They are not accepting assets that contain code to the Marketplace yet. Regarding âsuretyâ, Sellfy has been around for more than 2 years now, and thatâs longer than UE4 Marketplace.
I havenât implemented instancing yet but it shouldnât be very hard to do. You could modify the chat server source code to send a command that would tell the server to launch a new instance. The server would then send back the newly created instanceâs port so that the client knows where to connect. Then on the client just use the Load Level blueprint node with the server ip and the received port.
Ahoy, I purchased this kit about a week ago and, although Iâve only tested out the basics of running it locally and communicating with the sql db, Iâm very happy thus far. Very excited about the 4.8.1 release, got the e-mail confirmation that there was an update, however the zip Iâm DLing from Sellfy is still named 4.7
Are these the correct files, or is my Sellfy not updating for some reason?
Thanks!
P.S. - , totally agree with you on your opinion of what cross-realm stuff did to wow, I missed actually seeing the same players, knowing who they were, the guilds they used to be in, etc.
HI! Love the kit. been looking forward to playing with the updates. However, when I go to download it (I bought the previous version) It is still giving me the 4.7 version on Sellfy. Glitch?
On Selfy, if you login (using facebook or whatever account you have) youâll then see a Purchases button in the top bar next to your account name. You can grab the update download there.
Great job , many thanks. Youâve taken out a lot of the pain for a lot of people like me that want to give a go at developing their own MMO on the best game engine possible.
Ah ok. That is a process I am looking to perform all on one server. Rather than instances and static levels split apart, Iâm hoping to have everything centralized until I require some kind of load balancing. I really donât want to mess with multiple servers until it is absolutely required.
Unless perhaps that is not currently possible to do all in one server!