Persistent world with UE4 (not an MMO)

Thanks for elaborate answer, but to be honest, this all sounds much more than just “dig a bit into coding”. At least for someone who doesn’t have any real experience with UE itself. Adding another such complex layer seems kinda over my head currently. I’ve also got the impression that Photon would not really help with actual serialization of the game world and I am also unclear if it would even help with transmitting only small portions of game world to player based on his location. All this is certainly the biggest part of the whole problem which I would need to develop anyway. Am I right?

Before Minecraft became a thing I couldn’t agree with you more, but since then it’s becoming more than a standard to have a chance of influencing the world around you in a permanent way. I could come up with handful of games with such ability I know of and I am sure there is much more I do not know. I’ve already said that we don’t want to use “MMO” sticker. I would say it’s more harmful than helpful to have that sticker these days as it got kinda bad reputation from all those static MMOs.

I do remember such system from development of Ultima Online server when I was young :slight_smile: It was saving the world every 10 minutes and everyone had to stop doing stuff :slight_smile: I don’t think it’s a good system.

Funny thing is that we actually want player characters to be persisted as a part of the world. Once the player logs off, the character is taken by AI and starts wandering and doing simple tasks to create impression of alive world. AI should even be able to fight with other player and so on :slight_smile:

Thank you for this, very helpful and it almost does sound like it’s actually kinda easy to do :slight_smile: In Javascript we currently do have append-like system for saving game state and it’s doing occasional housekeeping to apply these changes to the original game state thus yielding new updated game state. However it does not scale well because we need to have multiple processes (due to NodeJS being single threaded).

Regarding distance of sending updates it’s actually pretty easy in our case as it will be underground and in most places there will a pitch dark so generally player needs to get only data for a location around him.

Sadly this is all just a theory, I can imagine how I would do it in Javascript, but thinking about UE4 boundaries, it’s almost unthinkable how I would create the world map dynamically client side based on data received from the server.