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#1

12-01-2014, 04:38 PM

CodeSpartan
Promoter
Join Date: Dec 2014
Posts:
221

MMO Starter Kit

MMO Starter Kit is available for purchase on


Sellfy!
Online documentation
older documentation:

1.5 | 1.4 | 1.3 | 1.2 | 1.1 | 1.0

2016
Update 28/07: Clans, clan chat, 4.12.5 port link
Update 06/04: A reworked Launcher, aggresive behaviour tree,
ability to delete characters, 4.11 port link
2015
Update 15/11: Group mechanics, private and group chat, 4.10
port link
Update 04/09: Hotbar, localization support, 4.9 port link
Project Genom - a sci-fi MMO built using MMO Starter Kit has
been Greenlit link
Update 26/06: Quests, health regen, 4.8.1 port link
Update 01/03: Equipment and better security, 4.7 port link
2014
Update 24/12: Inventory and loot link
Update 6/12 140+ active players confirmed running smoothly!
link

Download demo client

(330 MB download, 1.5 GB free space required for the install)


Demo controls: I - inventory, C - equipment, P - abilities
The first video: (pretty outdated!)

Hi everyone,
I would like to present the project that I've been working on for
quite some time already - MMO Starter Kit. I have been carrying
the idea of an MMO kit for more than a year now, and have tried
different engines and approaches, but only when I saw Unreal 4
this became a serious project for me. I believe that Unreal
Blueprint system can truly allow anyone to create their own
MMO game, and with the engine's next-gen graphics that game
can turn out to be truly fantastic.
Anyways, let me sum up the features that are already present
in the MMO kit:
All source code included
Fully in Blueprints. I'm an experienced
programmer but Blueprints have totally won me
over. The only subsystem that I had to code was
the connection to the socket chat server and I made
it into a plugin so it's still being accessed from
Blueprints.
Persistent storage of data in a mySQL database.
Character position and stats are saved when the
character logs off and restored when it enters world
again.
No third-party solution (such as Photon or RakNet)
required - so no monthly fees and you are free to
host your server anywhere you want. I'm hosting
the demo server on Softlayer and will provide
detailed instructions on how to set up a server for
those who are new to dedicated servers in general.
Registration, login and character creation.
Authoritative server
Launcher/autoupdater that can update the game
and itself (separate application, in C#). Because
you don't want to make your users download the
full game over again after each minor update
Combat and targeting
Roaming and aggressive NPCs that fight back and
chase after the player if attacked
Inventory and loot, droppable items
Equipment

Quests
Player and NPC respawn
Combat log
Classic MMO controls (think World of Warcraft)
Groups and clans
Global, private, party and clan chat
UMG user interface
Closing note: MMO's are pretty feared in indie gamedev
community and new users who have a MMO dream are often
laughed at. There's also an aura of secrecy about them,
maintained by people who have once dived into MMOs a little
but failed and are unwilling to share their knowledge with the
others, prefering to discourage them instead. Well, they are
wrong. It is possible to create an MMO, and it doesn't
necessarily cost millions. Just as Unreal 4's graphics would cost
millions to achieve some few years ago, those things just
become more available as the time goes. My goal is to create
the best MMO kit for Unreal, with extensive documentation that
covers not only how to work with the kit from within Unreal, but
also things like how to order and set up a dedicated Softlayer
server.
Credits: I would like to say thank you to Vladimir Alyamkin
(ufna) for his wonderful VaRest Plugin, released under MIT
license. It's people like this who move the indie gamedev
community forward.
The authors of the free assets that are used in the demo:
Sword Girl model (used only on the demo server, not
distributed) - Bunt Games
Inventory icons - Ravenmore, Flare icons
Black & white icons for empty slots - game-icons.net
Inventory sounds - qubodup, Akeroyc
female voices - AderuMoro, MadamVicious
male voices - Michel Baradari
The map used in the demo is by Epic Games.

Last edited by CodeSpartan; 07-28-2016 at 03:21 PM.


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#2

12-01-2014, 05:31 PM

Truefx001
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Looks great CodeSpartan,


what will it cost and when can we have it

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#3

12-01-2014, 05:43 PM

Carl.Brand
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Take my money!
As above when will it be available and how much? This couldn't
have been timed any better

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#4

12-01-2014, 05:50 PM

FV Panda
Patron

10/10 would pay for!

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-----------------------------------------------------------------------------------------------------------------------Mitchell 'Panda' Rolland
FreekVision
Games. The Way We See Them.
Team Lead / Game Designer
mrolland@freekvision.com
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#5

12-01-2014, 06:11 PM

CodeSpartan
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Join Date: Dec 2014
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Thanks for your interest guys.


In order to release this, I
need to finish the basic documentation and also handle some
legal stuff concerning the model I'm using in the demo. The
price will be $90.
Btw, just saw someone from the forum named Blackmambas on
the server, too bad I was afk and couldn't reply.
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#6

12-01-2014, 07:12 PM

Sahbum
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I'd love to see this as well.


And is $90 for the code? What would the $90 get me?
Thanks.
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#7

12-01-2014, 08:00 PM

CodeSpartan
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Sahbaum, everything: the demo project linked above and the


two standalone applications (socket chat and
patcher/autoupdater). The source of both the Unreal project
and those two apps is fully open, no dll's. Also the
documentation, obviously.

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12-01-2014, 08:17 PM

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#8

Carl.Brand
Infiltrator

Could you also quickly expand on the server side? Is it Unreal's


dedicated server or a third party such as Photon?

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#9

12-01-2014, 08:21 PM

CyberDev
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Join Date: May 2014
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Originally Posted by Carl.Brand

Could you also quickly expand on the server side? Is it


Unreal's dedicated server or a third party such as Photon?

Interested to know more about this as well, is the server mainly


just handling the sql database to store login, spawn location,
character & stats? Everything else is the normal UE4 server
handling movement physics etc?
I left you a comment on the youtube video with some more
questions!
Looks superb & cant wait to use it!
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#10

12-01-2014, 08:28 PM

CodeSpartan
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Could you also quickly expand on the server side? Is it


Unreal's dedicated server or a third party such as Photon?
Unreal's dedicated server. My previous MMO-like attempt was
using Photon and I didn't quite like it. Besides, I dislike the idea
of paying a monthly fee for a networking solution ($175/month
for 501+ ccu in case of Photon).

Last edited by CodeSpartan; 12-01-2014 at 08:47 PM.


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#11

12-01-2014, 08:39 PM

CodeSpartan
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Originally Posted by CyberDev

Interested to know more about this as well, is the server


mainly just handling the sql database to store login, spawn
location, character & stats? Everything else is the normal
UE4 server handling movement physics etc?

I left you a comment on the youtube video with some


more questions!
Looks superb & cant wait to use it!

Thanks for your interest in this.


You are right, stuff like who
can attack what, calculating damage, NPC AI etc is done by a
normal Unreal server (well, not your normal listen server, but a
console dedicated server). The client or the server (depending
on the situation) connect to the php scripts that connect to
mysql and handle the authorization, saving and retrieving
character data, etc. Then there is a third server, which is a
socket chat server, done in C#. For a serious MMO it would be
launched from a separate machine, but for the sake of demo, I
just run it from the same virtual machine the main server runs
on.
I didn't find your comment on youtube however, maybe it will
appear in a while.

Last edited by CodeSpartan; 12-01-2014 at 08:47 PM.


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#12

12-01-2014, 08:50 PM

jonimake
Veteran

How many clients can you handle at the moment?

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#13

12-01-2014, 09:02 PM

CodeSpartan
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This is a tough question jonimake. It is not easy to set up a test


with thousands of real clients to measure the resources spike.
To give you an idea of how resource intensive it is, I'm currently
running it on the very lowest Softlayer configuration
($28/month). The server currently occupies 45 MB of RAM, and
the difference isn't noticeable when 10 people connect. The CPU
usage is very low as well.

Last edited by CodeSpartan; 12-01-2014 at 09:07 PM.


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#14

12-01-2014, 10:16 PM

Moss
Champion

I'm a bit worried about the scalability of using Unreals


traditional networking. With Photon or Smartfox you rely on a
totally independent infrastructure and so you are able to server
to a very large number of connections, will this approach work
for 64+ players?

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#15

12-01-2014, 10:36 PM

CodeSpartan
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In case there will be problems with large numbers of players, I


already have possible solutions in mind, I could either write my
own socket server based of the current socket chat server or
indeed switch to Photon (I have experience with it and know the
framework). There hasn't been any indication of those problems
though so far.

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#16

12-02-2014, 12:13 AM

FV Panda
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Originally Posted by CodeSpartan

This is a tough question jonimake. It is not easy to set up a


test with thousands of real clients to measure the
resources spike.
To give you an idea of how resource intensive it is, I'm
currently running it on the very lowest Softlayer
configuration ($28/month). The server currently occupies
45 MB of RAM, and the difference isn't noticeable when 10
people connect. The CPU usage is very low as well.

Maybe we should make an event, and have a bunch of people


from the community log in at once and see where your set up
starts having problems at. We could do similar tests when it is
finished to make sure that the features dont lower the number
or clients?

-----------------------------------------------------------------------------------------------------------------------Mitchell 'Panda' Rolland

FreekVision
Games. The Way We See Them.
Team Lead / Game Designer
mrolland@freekvision.com
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#17

12-02-2014, 12:16 AM

FV Panda
Patron

Is the server currently down? My client will not go past the


Login screen.

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nevermind

-----------------------------------------------------------------------------------------------------------------------Mitchell 'Panda' Rolland


FreekVision
Games. The Way We See Them.
Team Lead / Game Designer
mrolland@freekvision.com
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#18

12-02-2014, 12:32 AM

FV Panda
Patron
Join Date: Mar 2014
Posts:
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Okay so i decided to put as many instances as i could on to the


demo. I have 10 of my own characters online, and there are 2
others online at the time of this post. My side is of course
experiencing performance issues, but I have 10 instances of the
demo running at once.
A few things that need to be addressed though:
I can log into the same account over and over again.
The Character List can only hold 8 characters (barely) before
going disappearing out of its bounds.
I can log into the same character over and over again as well.
Nothing that isnt to be expected at this early stage, but thought
you might want to know.
I have a much better computer at home. Hit me up via email if
you want me to log as many as I absolutely can tonight, and I
will let you know what time i can multilog at.
Great job though, it seems to be handling my connections well!

-----------------------------------------------------------------------------------------------------------------------Mitchell 'Panda' Rolland


FreekVision
Games. The Way We See Them.
Team Lead / Game Designer
mrolland@freekvision.com
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#19

12-02-2014, 12:43 AM

Synt4x
Supporter
Join Date: Dec 2014
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I haven't had time to dive too deep into this, how versatile is it?
Would I be able to easily convert this for a FPSMMO or would it
be easier to start from scratch?

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#20

12-02-2014, 07:27 AM

Sitrec
Champion
Join Date: Mar 2014
Posts:
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Fantastic work CodeSpartan! I'm sure this will be very helpful


for a lot of players.
I'd suggest splitting it up in components so someone that is
only interested in the server part of it doesn't have to bother
with the target combat if they're doing something else for
example.

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#21

12-02-2014, 08:34 AM

Denny
Promoter
Join Date: Mar 2014
Posts:
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Big cred for the effort!


Originally Posted by CodeSpartan

Closing note: MMO's are pretty feared in indie gamedev


community and new users who have a MMO dream are
often laughed at. There's also an aura of secrecy about
them, maintained by people who have once dived into
MMOs a little but failed and are unwilling to share their
knowledge with the others, prefering to discourage them
instead. Well, they are wrong. It IS possible to create an
MMO, it is NOT rocket science, and NO it doesn't
necessarily cost millions. Just as Unreal 4's graphics would
cost millions to achieve some few years ago, those things

just become more available as the time goes. My goal is to


create the best MMO kit for Unreal, with extensive
documentation that covers not only how to work with the
kit from within Unreal, but also things like how to order
and set up a dedicated Softlayer server.

I can't help but bite on this passive aggressive message. Your


structure looks perfectly fine as it is now. Tell me though, what
happens when you start having hundreds of players?
Thousands? Then thousands of NPCs roaming for the players to
grind? How do you handle bigger lands, where you need to zone
of areas to separate server clusters? Server transitions? Possible
instances? How much of the game logic is handled server side
to counter user exploits?
Using the built-in networking system is perfectly fine for a
prototype or starter kit, but make sure not to give people false
hopes of the capabilities on the server side. There is a reason
why MMOs run in dedicated server halls.
Don't get me wrong. An MMO can run on one server if it is a
basic game with proper optimization. I'm just calling out for full
transparency on the capacity on your solution. Otherwise people
will start to spam you and ask "Why is my MMO lagging so
bad?! I only have 200 players active.".
The starter kit looks really good so far. Good work.

Senior Technical Artist at Empire Studios Bahrain - Demo Reel 2015


- My RnD / WIP thread - www.dennylindberg.com
Latest Game: Guardians of Valor (Android, iOS)
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#22

12-02-2014, 10:47 AM

CodeSpartan
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Originally Posted by Denny

I'm just calling out for full transparency on the capacity on


your solution.

I would also like the full transparency on the capacity of


Unreal's dedicated server, but Epic hasn't provided us with those
numbers yet. As FV Panda has proposed, I'll just have to
organize a stress test event myself and hopefully enough people
will log in.
Originally Posted by Denny

Tell me though, what happens when you start having


hundreds of players?

I would address the issues and make sure those hundreds have
a good experience. Believe me, I would love having access to
hundreds of players to test this with.
Originally Posted by Denny

How much of the game logic is handled server side to


counter user exploits?

I'm taking exploits quite seriously. Some of the things that are
handled server-side currently (client-side too, but the server
has the final say): NPC AI, a check that this user can attack
their target, a check that the attacker is in range, a check that
the attacker is looking at their target, death and respawn,
damage calculations. All of these provide examples on how
server can be authoritative, so that the users can study them
and make their own authoritative checks based on those since
each game is different.
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#23

12-02-2014, 10:55 AM

CodeSpartan
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I haven't had time to dive too deep into this, how versatile
is it?
Would I be able to easily convert this for a FPSMMO or
would it be easier to start from scratch?
Hi, if it was me, I would definately not start from scratch, even
if I was making a totally unique MMO. Login/registration,
character creation, saving and loading of character stats on
world enter/exit took quite a while of time to do. Also, chat and
combat log. If you're familiar with Blueprints it shouldn't be
hard to convert the game logic for your game.
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#24

12-02-2014, 11:31 AM

jpreyneke
Infiltrator

Any idea when this will go live?

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12-02-2014, 11:46 AM

CodeSpartan
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#25

jpreyneke, the demo server is live - you can download the client
from the link in the first post
As for the submission to the
Marketplace, first I need to finish the documentation. I've

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basically created this thread the moment I was satisfied with


the demo, so no documentation has been written yet.

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#26

12-02-2014, 09:58 PM

FlyofAvalon
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Few question. Since your using the stock server it will still be
one server = one map? Or will it support instances of maps?
Secondly, will it support server to server communication? Or will
that be out of the scope of the project?
Either way it looks amazing and I cant wait to buy it and try it
out.
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#27

12-02-2014, 11:44 PM

HeadClot
Elite
Join Date: Mar 2014
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1,284

I am really looking forward to this for my game.


That said - I have a few questions 1. Can we redistribute our server backend if this is included?
(For Player Hosted Shards or Private Servers?)
2. Will there be a modification version of this tool for modders
who want to modify the game?
3. Can we get rid of the login screen and have a profile based
system? (Basically have GOG Galaxy or Steam do the work for
login / authentication / etc.)
4. Would you consider providing more tools such as an
dedicated dialog tools, Quest creations tools, Mob Creation
Tools, etc for this kit?
5. Also how many players (Simulated or Real) have you
managed to get in a single server instance so far?
6. Will this be updated for each new version of Unreal 4? If so
How long will it be updated for?
7. What are the specs required for the server to run this?
Thank you for your time,
HeadClot
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12-03-2014, 12:26 AM

KitatusStudios
Mythic

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#28

Ah man, I'd love to have this. Any ETA on when we can expect
this?

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#29

12-03-2014, 12:39 AM

CodeSpartan
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Thanks for your interest guys


Originally Posted by FlyofAvalon

Few question. Since your using the stock server it will still
be one server = one map? Or will it support instances of
maps?

Too early to say, but I've done some testing of the instances
and got them to work, so I have good hopes for it. This is on my
list, but later down the road.
Originally Posted by FlyofAvalon

Secondly, will it support server to server communication?


Or will that be out of the scope of the project?

Out of the scope for now. I have a huge list of important and
cool things I have to add/fix. I'm interested though, why are
you wondering about it? I mean, WoW added cross-server lfg
after several years of running, and I can't say that it is a great
feature (less immersion and same-server friendships/reputation
imo). Or do you mean something entirely different? If you mean
cross-server chat, this can be done already in like one click
since chat server is separate from the game server.
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#30

12-03-2014, 01:06 AM

CodeSpartan
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Originally Posted by HeadClot

I am really looking forward to this for my game.


That said - I have a few questions -

1. Can we redistribute our server backend if this is


included? (For Player Hosted Shards or Private Servers?)

Yes, not the source though, just the packaged server.

2. Will there be a modification version of this tool for


modders who want to modify the game?
You'll have to do it yourself, the principle would be the same as
allowing to modify any other Unreal game. Sorry, I haven't
explored this and so I can't give advice on it.

3. Can we get rid of the login screen and have a profile


based system? (Basically have GOG Galaxy or Steam do
the work for login / authentication / etc.)
Steam login is an interesting idea, I will definitely consider in
the future. The project is in blueprints and everything is open, if
you have the knowledge how to do a login through Steam/GOG
Galaxy, you can do it.

4. Would you consider providing more tools such as an


dedicated dialog tools, Quest creations tools, Mob Creation
Tools, etc for this kit?
I plan to slowly make the demo project more and more into a
WoW clone (with inventory and quests and different NPCs, etc).
However, if you are familiar with blueprints, you can do the new
game logic yourself. It's not hard at all, and you can use the
existing logic/rpcs as examples. Personally, after a month of
challenging work, right now I would totally love to do easy stuff
like inventory system, instead of doing the documentation,
which I must do
Dialog tools - those are tricky. Compared to a certain other
game engine, there is no public knowledge on how to make
custom node editors in Unreal and the only good way to do a
dialogue system is through a node editor like this one. I haven't
seen one Unreal node editor made by someone not at Epic yet.
When there will be info on how to do it, someone will make a
dialogue system very fast and sell it on the Marketplace. Most
MMO's have very simple dialogues so I prefer not to worry
about it at the moment, it's RPG kit makers who should be
concerned about the lack of a dialogue system.

5. Also how many players (Simulated or Real) have you


managed to get in a single server instance so far?
I'm organizing a stress test event, can't disclose the details but

hopefully we will know the answer to this question this week.

6. Will this be updated for each new version of Unreal 4? If


so How long will it be updated for?
I will update it indefinitely if people are interested. MMO's are
my passion and I do intend to make some money from selling
the kit on the Marketplace so why would I not update it? If I
decide to drop it for some reason or if I die suddenly, it will be
made open-source.

7. What are the specs required for the server to run this?
The lowest Softlayer virtual server configuration (
$44.60/month with Windows Server) runs it just fine. It has a
single core 2.0 GHz CPU and 1GB RAM

Last edited by CodeSpartan; 12-03-2014 at 01:09 AM.


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#31

12-03-2014, 01:12 AM

CodeSpartan
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Ah man, I'd love to have this. Any ETA on when we can


expect this?
I have to finish the documentation first. I will do the best I can
to finish it this week. However, I also have a job so let's be
patient guys.
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#32

12-03-2014, 01:22 AM

KitatusStudios
Mythic

Well is there anywhere we could pre-purchase / buy now and


wait for the documentation? I always love to peak my head in
and figure things out on my own before looking at
documentation anyway (Helps in understanding / teaching
myself things) - Just yeah, I'll *Try* and be patient
Keep us
updated!

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#33

12-03-2014, 01:37 AM

HeadClot
Elite
Join Date: Mar 2014
Posts:
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Hey Code Spartan - Thank you for the in-depth replies


I have a few more questions 1. Is AI handled as a separate server or Process on the same
server?
2. You mentioned that the chat server is a separate from the
main server. Are there any other elements of the server (AI for
example) that are one other servers?
3. Does the server run on Linux?
4. Does this support other game genres? (FPS, Hack and Slash,
etc.)
That said - Cannot wait to get my hands on this. Keep up the
awesome work.

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#34

12-03-2014, 01:50 AM

CodeSpartan
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Originally Posted by HeadClot

Hey Code Spartan - Thank you for the in-depth replies


I have a few more questions 1. Is AI handled as a separate server or Process on the
same server?

Same server

2. You mentioned that the chat server is a separate from


the main server. Are there any other elements of the server
(AI for example) that are one other servers?
Only the chat currently if you mean in-game. Overall, player
authorization/registration and character creation is done via php
scripts on another server. The launcher also connects to it to
download the info about the current version.

3. Does the server run on Linux?


Windows Server, I want the kit to be available to people who
have little or no Linux knowledge. And everybody knows how to
work in Windows.

4. Does this support other game genres? (FPS, Hack and


Slash, etc.)
Currently, this can be changed from WoW-like MMO into a
different genre just like a Third Person starter project can be
changed into some other genre since both the server and the
client are fully in blueprints. However, I can't promise it will be
like this forever, it will depend on the stress testing and the
capacity of Unreal's dedicated server.

Last edited by CodeSpartan; 12-03-2014 at 01:54 AM.


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#35

12-03-2014, 03:22 AM

FlyofAvalon
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Join Date: Dec 2014
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Originally Posted by CodeSpartan

Out of the scope for now. I have a huge list of important


and cool things I have to add/fix. I'm interested though,
why are you wondering about it? I mean, WoW added
cross-server lfg after several years of running, and I can't
say that it is a great feature (less immersion and sameserver friendships/reputation imo). Or do you mean
something entirely different? If you mean cross-server
chat, this can be done already in like one click since chat
server is separate from the game server.

I did not mean server to server as in 2 WoW type servers


talking to each other. What I mean is, if i have a game with 2
zones each on their own map. I run zone 1 on server 1 and

zone 2 on server 2. This way I can hypothetically have twice the


population logged in at once. But I would still need server to
server communication for something like: if someone from zone
1 invites his friend to a party, and the friend is in zone 2.
Its not really something most indy games probably need. I ran
the server and DB for a small korean mmo, which had each
"server" separated into shards to help the server scale to the
population needs, so its just what im used to personally. It went
something like this:
Gateway Server - Authentication, Login, version control,
downloading patches, ect.
Farm Manager - Holds the "server" persistent information,
passes functions between shards.
Shard Server 1 - A zone, collection of zones, or part of a zone,
where players do stuff on.
Shard Server 2, 3, ect
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#36

12-03-2014, 03:50 AM

HeadClot
Elite
Join Date: Mar 2014
Posts:
1,284

Originally Posted by FlyofAvalon

I did not mean server to server as in 2 WoW type servers


talking to each other. What I mean is, if i have a game with
2 zones each on their own map. I run zone 1 on server 1
and zone 2 on server 2. This way I can hypothetically have
twice the population logged in at once. But I would still
need server to server communication for something like: if
someone from zone 1 invites his friend to a party, and the
friend is in zone 2.
Its not really something most indy games probably need. I
ran the server and DB for a small korean mmo, which had
each "server" separated into shards to help the server
scale to the population needs, so its just what im used to
personally. It went something like this:
Gateway Server - Authentication, Login, version control,
downloading patches, ect.
Farm Manager - Holds the "server" persistent information,
passes functions between shards.
Shard Server 1 - A zone, collection of zones, or part of a
zone, where players do stuff on.
Shard Server 2, 3, ect

So bascially how DayZ does things?


I Support this motion as my game would depend heavily on this

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#37

12-03-2014, 04:24 AM

PeterLNewton
Moderator

CodeSpartan, I think what you've done here is just pure


awesome. Can't wait to see whats next! This is totally cool!

Join Date: Mar 2014


Posts:
176

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#38

12-03-2014, 04:28 AM

Basingse
Patron

Great job!! Cant wait to see what this becomes!!

Join Date: Mar 2014


Posts:
38

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#39

12-03-2014, 08:44 AM

Denny
Promoter

CodeSpartan: Thank you for the professional response.

Join Date: Mar 2014


Posts:
265
Senior Technical Artist at Empire Studios Bahrain - Demo Reel 2015
- My RnD / WIP thread - www.dennylindberg.com
Latest Game: Guardians of Valor (Android, iOS)
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#40

12-03-2014, 11:37 AM

Julio Litwin
Supporter
Join Date: Sep 2014
Posts:
3

@CodeSpartan
You will add new updates? If so, you want to add?
Suggestions:
- Character support for equipment (example: equiped armor
and the armor appears in character.)

- Character status (str, agi, eva, def - calculation with server>client / client->server)
- What is attack type? Point-click or Action?
- Server collision?
- others basics systems of an MMORPG.
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