While on paper that sounds like a wonderful idea. Unfortunately people have vastly different ideas of what their "perfect" game would look like. So there would be too many contradicting features that wouldn't mesh together in a single world. You would have to have a large portion of people figuring out how to connect all these different ideas into something playable if it was at all possible, but then you're just trying to put together a puzzle.
There is a massive difference between making a prototype with a technology and assets you don't own following tutorials. And making a polished product out of lag with thousands of quality sounds/music/assets and quests and items
@@digitalhouse6969 This. Its hilarious to me that people think they compare to studios that create everything themselves, when all they do is use other peoples created assets. It's like saying you're a carpenter because you built a table from ikea.
@@Skyflairl2p lmao exactly some devs create cool games alone like Minecraft or Valheim but they are experts with years of experience lol i just feel bad for all these people thinking they could make gta v in 2 weeks following tutorials lmao
With unity, atavism and a cloud hosting service, i was able to make an mmorpg in 3 days. The systems part of making a playable game was easy. I found the hardest part was not having enough 3d, 2d and audio assets to fill up the game. I'd need a small army of digital artists to produce all the assets needed for a rich, polished mmo.
@Golden Eagle Bro lets start a game studio. I've already got the llc docs, company logo, game name and a matching website domain name. You can be our CFO in charge of raising funds on kickstarter and hyping us up on social media.
Awesome! Super encouraging, had no idea these tools were available. I’m focusing on releasing my very first game, a 2D Platformer but the end goal is a Sci-Fi MMO!
Olá amigo, já ouviu falar do Astarout Engine para criar jogos pelo celular em 3D? Ou até mesmo online? Logo vai ser lançado ruclips.net/video/VMlcmTraTnQ/видео.html
I'm sure there are many games on Steam made with Unity, including a few low-effort, cheap puzzle and asset flip games. However, it seems like the *majority* of extremely low-effort, puzzle and asset flip games are made on some of the cheapest and easiest to use game engines.... which is not Unity. I'm talking about the cheapest game engines on Steam, like GameGuru and Leadwerks that allow even beginners to make games without programming. Unity's Marketplace quickly makes it *not* cheap.
@@XpaceTrue I would say that most asset flips actually come from unreal engine. People buy a $30 asset, mess around with it for a few hours and upload it as a game.
Meanwhile I'm sitting here trying to cobble together something fun on unity for people to enjoy . . . . But I do have a lot of store assets, are people just gonna call me an asset flipper??? 😢
But I could see 20-30 friends building their own games for people to play with. That could really be fun. I’d like to know how you design character, classes and skills. Sounds interesting.
"If all goes well I will be putting a link in the description so that you can download it and make a character" Me: *Pauses and Looks in description* Well. It I guess it's not going to go well.. *presses play*
I've learned a lot from these tutorial videos. Mainly, why there hasn't been another MMO like BDO. The work and time it has taken PA / KaoKao to work in animations and movements had to of taken FOREVER. This truly shines light on the talent of the visual artists that some of these studios have.
Actually I could argue that the hardest part is Funding, followed by Network Coding It costs a lot of money to run servers for large multiplayer connections and such And the coding for the gameplay mechanics for such large game can be very mechanically challenging
I really wanna get a team together and create an MMO RPG. Always wanted to do something like that but I got literally 0 Code skills, did try to learn for a long time but I could never get my head around it. So this is pretty awesome.
We make two kingdoms. Blue and Red (whatever colors, whatever faction lore) -We have a Valley that spawns resources and both kingdoms need the resources. -In order to gather those resources, you need to control the area. -To control an area, you need to hold the flag of said area. -To hold the flag, at least one active player must be alive within the area. -To gain control of an area, kill all enemy players in the area. -Strategic points (Flag areas) give out resources. - Resources need to touch the kingdom to become Supply -Supply is to be taken to the captured areas to ensure fighters stay alive, as Supply translates in buffs, heals, weapon durability, etc. -Trade routes (roads to transport Resource and Supply) will be essential, therefore must be protected. -Gold will be generated by the kingdom depending on the amount of Strategic points captured. -Gold and special resources can also be found around the valley, however, every place outside the walls is an effective PVP area. For war is eternal between the two kingdoms. -Players will spawn on said kingdoms, train inside the kingdom´s walled area until they gain 5th level (tutorial levels) enabling them for war. -Levels are limited to 20, ranks will be gained, which the player can use for : Leadership (control over npc soldiers) Trading ( becomes a merchant and controls supply lines) Hunting (become a PVE/stealth master to trade your loot with the kingdom) Make your Kingdom rule the valley.
Fascinating proof of concept, but I fear that at some point the tools themselves will become a limitation if the devs try to add something unconventional. At that point they might as well start coding or designing their own game engine. What this kind of workflow is good for is producing a bunch of similarly-designed MMORPGs.
Ie BAD mmorpgs, the reason the entire genre is dying. Ask asobimo, they can poop out an mmo in a few months and literally every single one plays the exact same.
I think it shines as a way to accelerate game development because you don't have to spend time setting up or coding the systems that are standard to the genre, and can instead place your time into developing either custom assets, aspects, stories, or mechanics you want your game to make use of. Sure, it enables you to shit out a mediocre RPG, but it is only as much as you make of it. You can build on these canvases and create something really wonderful that people would actually pay for.
This is precisely why game companies will reuse their engine across many projects over the years. Making a new server isn’t cheap, luckily client work has been streamlined - just gotta decide between: Unity, Unreal, Godot, etc. If you’re making a game for you and your friends, use one of these prebuilt servers. Otherwise - take the time and build your own server using python, you’ll learn a lot, you’ll actually have to fully research what sort of basic features you want to start off with. Start small: Build a server that allows you to login without a username/password (ie. local account), build a system that simulates traffic so you can stress test as you add features.
yes, it's way too clickbaity at the moment,, this is by far not an Mmorpg... first M stands for massive which he didn't make.All i see is a demo rpg level with no feeling in it what so ever since it's just a bunch of random assets mashed together without any consistency or story in it. yes, you can quickly create a world with a few game mechanics, but this is far from a game (yet)
@@saelfaer MMO stands for Massively Multiplayer Online as in it has hundreds if not thousands of players. He can’t just “create” hundreds of players, so you’re right but for the wrong reason. MMO has nothing to do with world size or features.
Yup. I’ve been developing games since 2009 (and most of that as a mod author), and I’ve seen quite a change in the tools available to game devs. Pretty much what takes all the time is level design and asset development at this point...unless you buy pre-made assets. Even so, level design and world building (story, etc.) takes quite a while.
This is actually so cool! I learned a lot by watching this. If ever I have the urge to create something of the scale of an MMO now, I know where to look when it comes to getting started!
The reason I doubt it can be made isn't because I doubt the systems can be made, it's the sheer amount of time and effort that goes into the content. The art, quests, and satisfying gameplay elements still take a long time to fine tune if they're trying to be unique and not simply a cookie cutter experience.
Sorry i'm gonna be that guy now. Sure you can make a functional "mmo" with that tool but as soon as you want to make the game good, the tool will limit you hard. creating assets take sooo mutch time. Tools like this work on a small scale but if you want to create an interesting combatsystem you have to make it custom to save as mutch bandwidth as you can. This tool is great to create prototypes but you will have to replace everything eventually. Has any succesfull mmo been created with this tool yet?
Yeah, I’m also skeptical of the server framework. I wouldn’t trust it until I saw 1000+ concurrent users on the same server (or different servers, but same world) attacking, buying stuff, interacting at the same time. Also, just because there’s tools now, to abstract away most of the programming (in theory), you’ll still need custom assets. UMA is very nice (I didn’t know about it!), but you’re going to want some custom animations at the very least, as well as custom textures, sounds and... well, quests. I don’t care how lazy you are, you’re going to have to at least learn some basic programming to implement custom quests (that are actually fun to do). To do all those at the scale required for an MMO... people think things are so easy now, just because there’s tools to abstract away what is perceived by the lazy masses as too difficult to learn (IE programming).
@@indivestor i think the point of the video was just to show off the tools and what can be done in 8 hours. Not say that you can make an amazing groundbreaking successful mmo with these tools.
Very interesting, this would be an awesome way of running a D&D campaign if you were really Swift with the tools and didn't have to take so much time to do things like entering all of the rules and regulations from D&D. Would be pretty cool if they were an asset package for it or some other table top d20 they could simply be uploaded.
those games that actually make money need a lot lot of processing processes, planning and data which often require teams to provide... thats why they take long. You can can't just compare them to something you dubbed under few hours.
Unless the one making it has a functional internal information processor in their biological form. Then they may not become distracted by all the shining lights and bright colors.
I am currently building an mmo using Atavism, I can tell you that it is worth it! Setup is relatively easy, and cheap. It's a great framework to build off of, but as a warning: if you want to do anything that Atavism does not do out of the box the programming gets very complicated very fast. But if you want an mmo with skills, combat, items, shops, guilds, mounts, spells, arenas, and all of that, it's the best place to start. The free trial is worth it too! Also, one of the devs owns a hosting website, so if you don't want the headache of learning how to host a server you can sign up with their hosting service that is already integrated to work with Atavism games.
One of you climbs one tower while the other climbs another tower and you can hurl energy balls at each other from opposing towers while at the same time fighting off mobs. Think casting destruction spells from an elevated position but that's the central mechani. Following this same formula you could have a coop game where you have to provide covering fire for your allies while at the same time fight off enemies in your own tower. I wish you could have a shadow of the colossus style climbable enemy but that's probably a stretch but maybe giants with unique hit boxes and a flying player.
Granted the tools available back then were not up to par. Because the development took so long, and still hasn't started if you are talking from an assets perspective, before going to market, you need to rehash all your design into new engines.
When i set the location of my playable character to my new instance, it loads the instance, but it just shows the plain on the ground, no moveable character model, or anything
Nice game ;) I've never seen Atavism before, but seems pretty neat. I know what it takes to create the tools for an MMORPG yourself, as that is what we have done for our game. It takes years of work... Now, I wouldn't recommend anyone to create an mmorpg using third parties like Atavism, as you lose a lot of the control that you need to really make the game unique, and fit your exact vision. But if you want to make a quick prototype I can see value in it :)
""Asset flipping" a "perceptible" "MultiplayerOG" without a story, quests, weapons, animations, liquids, crafting, housing, mounts, dungeons, skilltree, etc, by using payed thrid party software" would have been a better fitting title but i get what you tried to say :P just felt kinda awkward when you loaded the pre-made scene and said 3:43 "but thats called asset flipping, we dont wanna do that" just to then do exactly that.
I read it as 8 minutes and I was like what but even tho it's 8 hours that's still really impressive since most games are still in planning 8 hours after starting
bit missleading because what studio is gona start with someone else's probably poorly optimized and outdated code lol but very cool to show what is possible. I think this is a good way to show people what to look for when going through kickstarter as a lot of projcets promise a lot and just leave with your money because they posted a video like this and then wrote about what every one wishes and dreams the next big mmo is gona be like. as a 3d artist i also gotta mention the time it takes to make models these days with the level of detail people expect from new mmos XD
I like the video a lot but you are oversimplifying the process a lot. While its true that there are framework that can handle some aspects of the backend such as atavism and frameworks that handle the physics and such like unity, there is no way to shortcut the art asset generation like animations,environment, models, vfx where the most of the work time on mmo development is centered on. Also games like star citizen and AoC push the boundaries on which most frameworks play only a little role in helping. Edit: I know you aware of that, but many people on the comments paint devs as incompetent which is kinda urgh
Yeah, I was kind surprised that more people weren't like "this took 8 hours using premade assets and tools? No wonder most MMOs take WAY longer to develop!" No offense to Hakurai, but it took 8 hours to make a starter area, one npc, one mob, one ability for one class... while taking every shortcut possible. And it has some bugs that need fixing. To me, this video emphasized why most MMOs take a long time to develop.
Just think 40 years from now, we're going to be able to create our own MMORPG with little to no effort. just think about it... YOU get to choose the games you play, since you're the creator. technology is gonna be lit
@@newbiegaming6090 Technology is limited. If you learn to Astral project, or transfer your consciousness to your spirit, or Astral body, you can create and play as many games as you want to. If you would like I can create a game to prove this to you, Newbie Gaming. You can also just control your dreams then invite people to come play your new dream game. This is lucid dreaming. If you leave a reply I can tell you when the game's ready to play. Would you like to play my video game?
this guy: *makeing a playble mmorpg in 8 hours* the 2 devs of dreamworld with "9 years of game development expirence" : put tons of unreal essats in one place and makeing a sever a 15 yo can crack after 8 mounths and saying they are experts
@Louc the description helps my point lol its so easy to make stuff today and the dreamworld clowns team even messed that up (and they claim to be experienced people devs and desiners) but it seems like you dont know about the dream world drama so go research a bit about this and come back
Sadly any of these tools cannot be used in a commercial MMORPG. Premade assets and frameworks limit your game and you don’t own your source code. As you said the ”framework has changed and this demo doesn’t work” that will happen to your game also if you don’t make the framework your self. Premade assets and animations are used in every other game so yours doesn’t differentiate from masses. Yes you can make something with these tools but half a million dollar kickstarter game simply cannot use any of these if they don’t want 2/10 reviews and lifecycle of less than a year.
do you need a good PC to do this? Im thinking of buying the package but dont want to waste money on programs i cant run. It seems like these programs can take up a lot of memory. Help?
Have 1 question : Unreal supports only world or screen space but i need symbiosis - widget should be affected by environment, i mean that I want widget to be partly hidden if there is a wall for example. Same idea as widgets in Lineage II
Really cool how fast you got your results. I wanted to try something similar but Im still looking for a opensource alternative for the backend, one that I can host myself without licence costs etc. Maybe someone has a good hint for me?
I did my API in Laravel and run it in a cheap DigitalOcean droplet. If you can handle some php, it's not a lot of work. I have a dashboard for generating the objects, npc's, quests... and when the game loads, it get all the info from there.
Is there an alternative to Atavism that’s free? Or one of these mmorpg frameworks that leaves out the server hosting part so that you’re not required a monthly fee right away?
In this video, Hakurai sets himself a budget of $100. However, *today,* Atavism costs a whopping $499 on the Unity Asset Store. In this video, it looks - at first glance - that it only costs $29. But the video goes by so fast one doesn't have time to read the details: "Standard Subscription / 30 days" and that was last year. (So, even back when the video was made, it would add up to more than $100 after 3 months of subscription.)
How many Bugs? How much polish it has ? The more you implement the bigger/complex the problem? Also design and implementation changes over time so you have to completly redesign and implement parts of the system and if you are unlucky core mechanics?
I have games in my mind that are basically ready, but i haven't the skill to make them, nor will i ever have that skill, my mind is creative, not technical. Kinda maddening, like being an artist with no hands.
I know exactly; but I started and tried a few gamedev things last year but ran into technical issues with more than one engine, like tutorials being outdated and broken. I need to get started again, but my laptop just broke so have to fix it..
cool vid, subbed. I believe TitanReach wrote all its own networking/mmo systems though and didn't use these mmo kits. Atavism looks neat but what if you wanted to add your own systems it does not include? MMORPGs are big projects, i feel like this video is going to add more garbage kickstarters to the list. you made all that without a line of code? imagine all amateurs watching this video and planning the next world of warcraft, straight to kickstarter next week.
Well, since Atavism isn't cheap at all, I don't think there will be many young, opportunistic amateurs who are willing to spend hundreds of dollars/Euros on software, just to break even (at best) with a Kickstarter-scam.
could you imagine develop an mmo with tens of thousands of people around the world adding bits here and there, similar to wikipedia
Now that sounds like a sandbox game ;)
Wasn't this the idea behind Peria Chronicles?
While on paper that sounds like a wonderful idea. Unfortunately people have vastly different ideas of what their "perfect" game would look like. So there would be too many contradicting features that wouldn't mesh together in a single world. You would have to have a large portion of people figuring out how to connect all these different ideas into something playable if it was at all possible, but then you're just trying to put together a puzzle.
@Kid Crypto, I agree,
But in the same way that not anyone can write anything on a wikipedia page, you could have a voting system of some sort.
i think we would see a lot of shitpost material and ww2 german rulers walking around the mmo world if that happened
You did more in 8 hours that the Chronicles of Elyria team ever did.
There is a massive difference between making a prototype with a technology and assets you don't own following tutorials.
And making a polished product out of lag with thousands of quality sounds/music/assets and quests and items
@@digitalhouse6969 This. Its hilarious to me that people think they compare to studios that create everything themselves, when all they do is use other peoples created assets.
It's like saying you're a carpenter because you built a table from ikea.
@@Skyflairl2p lmao exactly some devs create cool games alone like Minecraft or Valheim but they are experts with years of experience lol i just feel bad for all these people thinking they could make gta v in 2 weeks following tutorials lmao
No
@@digitalhouse6969 literally nobody thinks that
With unity, atavism and a cloud hosting service, i was able to make an mmorpg in 3 days. The systems part of making a playable game was easy. I found the hardest part was not having enough 3d, 2d and audio assets to fill up the game. I'd need a small army of digital artists to produce all the assets needed for a rich, polished mmo.
@Golden Eagle Bro lets start a game studio. I've already got the llc docs, company logo, game name and a matching website domain name. You can be our CFO in charge of raising funds on kickstarter and hyping us up on social media.
Still making a game? I can help w/ audio.
@@vidadr Did you ever set up that business? Need a small test project?
@@vidadr Hey by any chance are you still working on this? I'm a graphic designer
Me, who's adapter for my PC blew up 3 days ago: why do I have to find all these things I want to do on my PC now.....
Be careful, making games is addictive and time consuming :P
Awesome! Super encouraging, had no idea these tools were available.
I’m focusing on releasing my very first game, a 2D Platformer but the end goal is a Sci-Fi MMO!
that sounds cool, i have no clue with making games, but alot of respect for people who can write codes, numbers and letters and shits.. goodluck
how is your mmo doing? would like to play it
I just built a gaming pc and a big mmo fan and I’m looking to build my own mmo to mmos I feel are always missing something
did you ever end up making the sci fi mmo? I would be interested in trying it!
How's the MMO going?
interesting stuff
ok
nice to see you here Jabrils!
woah
jabrils you have to make a game too now ;)
Olá amigo, já ouviu falar do Astarout Engine para criar jogos pelo celular em 3D? Ou até mesmo online? Logo vai ser lançado
ruclips.net/video/VMlcmTraTnQ/видео.html
Kick starter devs "Write that down write that down!"
This is 90% of the steam lib
I'm sure there are many games on Steam made with Unity, including a few low-effort, cheap puzzle and asset flip games. However, it seems like the *majority* of extremely low-effort, puzzle and asset flip games are made on some of the cheapest and easiest to use game engines.... which is not Unity. I'm talking about the cheapest game engines on Steam, like GameGuru and Leadwerks that allow even beginners to make games without programming. Unity's Marketplace quickly makes it *not* cheap.
@@XpaceTrue Don't forget the king of shovelware; RPGmaker
@@XpaceTrue I would say that most asset flips actually come from unreal engine. People buy a $30 asset, mess around with it for a few hours and upload it as a game.
Meanwhile I'm sitting here trying to cobble together something fun on unity for people to enjoy . . . . But I do have a lot of store assets, are people just gonna call me an asset flipper??? 😢
@@daveknight3012 not necessarily, be honest about it and you should be fine
Fun times, cool to show how "easy" it is to make a simpel mmo, makes you hope passion projects can reach further then back in the days.
But I could see 20-30 friends building their own games for people to play with. That could really be fun. I’d like to know how you design character, classes and skills. Sounds interesting.
There are literally hundreds of independant game studios working today that have a staff of 20-30. Seeks some out.
"If all goes well I will be putting a link in the description so that you can download it and make a character"
Me: *Pauses and Looks in description* Well. It I guess it's not going to go well.. *presses play*
lol
Did you read the description? Did you watch the video? Lol
@@andrewerath5585 I watched it, yes. But before I did I paused it to see if there was the link in the description.
same
if you read the description he says join his discord as he has been updating the game.
I've learned a lot from these tutorial videos. Mainly, why there hasn't been another MMO like BDO. The work and time it has taken PA / KaoKao to work in animations and movements had to of taken FOREVER. This truly shines light on the talent of the visual artists that some of these studios have.
Mechanically you can make an MMO very quickly because the game mechanics are super established. It's building out the assets that takes time.
And making/revolutionizing common mmorpg mechanics. Combat, Leveling, Customization, etc.
This is the truth of all games. I have been making a platform rpg and drawing everything takes time
Not true
Actually I could argue that the hardest part is Funding, followed by Network Coding
It costs a lot of money to run servers for large multiplayer connections and such
And the coding for the gameplay mechanics for such large game can be very mechanically challenging
AI will fix that here soon.
Soooooo..where's the Kickstarter link? 😅
This will forever be my favorite RUclips video title.
I really wanna get a team together and create an MMO RPG. Always wanted to do something like that but I got literally 0 Code skills, did try to learn for a long time but I could never get my head around it. So this is pretty awesome.
We make two kingdoms.
Blue and Red (whatever colors, whatever faction lore)
-We have a Valley that spawns resources and both kingdoms need the resources.
-In order to gather those resources, you need to control the area.
-To control an area, you need to hold the flag of said area.
-To hold the flag, at least one active player must be alive within the area.
-To gain control of an area, kill all enemy players in the area.
-Strategic points (Flag areas) give out resources.
- Resources need to touch the kingdom to become Supply
-Supply is to be taken to the captured areas to ensure fighters stay alive, as Supply translates in buffs, heals, weapon durability, etc.
-Trade routes (roads to transport Resource and Supply) will be essential, therefore must be protected.
-Gold will be generated by the kingdom depending on the amount of Strategic points captured.
-Gold and special resources can also be found around the valley, however, every place outside the walls is an effective PVP area. For war is eternal between the two kingdoms.
-Players will spawn on said kingdoms, train inside the kingdom´s walled area until they gain 5th level (tutorial levels) enabling them for war.
-Levels are limited to 20, ranks will be gained, which the player can use for : Leadership (control over npc soldiers) Trading ( becomes a merchant and controls supply lines)
Hunting (become a PVE/stealth master to trade your loot with the kingdom)
Make your Kingdom rule the valley.
Fascinating proof of concept, but I fear that at some point the tools themselves will become a limitation if the devs try to add something unconventional. At that point they might as well start coding or designing their own game engine. What this kind of workflow is good for is producing a bunch of similarly-designed MMORPGs.
Couldn't agree more
Ie BAD mmorpgs, the reason the entire genre is dying.
Ask asobimo, they can poop out an mmo in a few months and literally every single one plays the exact same.
I think it shines as a way to accelerate game development because you don't have to spend time setting up or coding the systems that are standard to the genre, and can instead place your time into developing either custom assets, aspects, stories, or mechanics you want your game to make use of. Sure, it enables you to shit out a mediocre RPG, but it is only as much as you make of it. You can build on these canvases and create something really wonderful that people would actually pay for.
This is precisely why game companies will reuse their engine across many projects over the years.
Making a new server isn’t cheap, luckily client work has been streamlined - just gotta decide between: Unity, Unreal, Godot, etc.
If you’re making a game for you and your friends, use one of these prebuilt servers. Otherwise - take the time and build your own server using python, you’ll learn a lot, you’ll actually have to fully research what sort of basic features you want to start off with.
Start small: Build a server that allows you to login without a username/password (ie. local account), build a system that simulates traffic so you can stress test as you add features.
That thumbnail is awesome. A very realistic picture of oblivion, looks great. Wish the graphics were actually that great tho.
This video should be called "How to asset-flip"
yes, it's way too clickbaity at the moment,, this is by far not an Mmorpg... first M stands for massive which he didn't make.All i see is a demo rpg level with no feeling in it what so ever since it's just a bunch of random assets mashed together without any consistency or story in it.
yes, you can quickly create a world with a few game mechanics, but this is far from a game (yet)
agree
@@saelfaer MMO stands for Massively Multiplayer Online as in it has hundreds if not thousands of players. He can’t just “create” hundreds of players, so you’re right but for the wrong reason. MMO has nothing to do with world size or features.
@@FreeLeaks true but you cannot create a 10 meter road and call it a race track either. An MMORPG is much more than a 100 square meters server ...
@@saelfaer You do it then butt hole. All talk and no work to show your worth for your words.
I love game engines❤️❤️. They work great in winter. As soon as i make a 3d project and add a single cube, my pc works as a heater
Ngl had us in the first half there
@@imnotslime1489 ok
lbuahahahahhahhaa heheheheheh
Yup. I’ve been developing games since 2009 (and most of that as a mod author), and I’ve seen quite a change in the tools available to game devs. Pretty much what takes all the time is level design and asset development at this point...unless you buy pre-made assets. Even so, level design and world building (story, etc.) takes quite a while.
What games you released
Me whose pc killed itself a week ago: why are we still here, just to suffer
This happens to me so often :(
Same ;-;
No it does not guys. Why would you pc die in you? Exaggerate much?!
OK, time to claim I'm making the biggest mmo ever and scam some people.
*free armour trimming*
@@BLIVEit can you trim my full rune?
Tell this so chronicles of Elyria
This is actually so cool! I learned a lot by watching this. If ever I have the urge to create something of the scale of an MMO now, I know where to look when it comes to getting started!
The reason I doubt it can be made isn't because I doubt the systems can be made, it's the sheer amount of time and effort that goes into the content. The art, quests, and satisfying gameplay elements still take a long time to fine tune if they're trying to be unique and not simply a cookie cutter experience.
Sorry i'm gonna be that guy now. Sure you can make a functional "mmo" with that tool but as soon as you want to make the game good, the tool will limit you hard. creating assets take sooo mutch time. Tools like this work on a small scale but if you want to create an interesting combatsystem you have to make it custom to save as mutch bandwidth as you can. This tool is great to create prototypes but you will have to replace everything eventually. Has any succesfull mmo been created with this tool yet?
Yeah, I’m also skeptical of the server framework. I wouldn’t trust it until I saw 1000+ concurrent users on the same server (or different servers, but same world) attacking, buying stuff, interacting at the same time.
Also, just because there’s tools now, to abstract away most of the programming (in theory), you’ll still need custom assets. UMA is very nice (I didn’t know about it!), but you’re going to want some custom animations at the very least, as well as custom textures, sounds and... well, quests. I don’t care how lazy you are, you’re going to have to at least learn some basic programming to implement custom quests (that are actually fun to do). To do all those at the scale required for an MMO... people think things are so easy now, just because there’s tools to abstract away what is perceived by the lazy masses as too difficult to learn (IE programming).
Yup your that guy
Absolutely. Nail on head. This is just such a pointless video.
@@indivestor i think the point of the video was just to show off the tools and what can be done in 8 hours. Not say that you can make an amazing groundbreaking successful mmo with these tools.
Absolutely this...the way the guy talks about it make him seem very very beginner. Its also not free...its about 50$ a month to use thier services.
Very interesting, this would be an awesome way of running a D&D campaign if you were really Swift with the tools and didn't have to take so much time to do things like entering all of the rules and regulations from D&D. Would be pretty cool if they were an asset package for it or some other table top d20 they could simply be uploaded.
Both possible and out of scope... Any custom behaviour is gonna have to be programmed by hand and is probably going to be buggy to hell
those games that actually make money need a lot lot of processing processes, planning and data which often require teams to provide... thats why they take long. You can can't just compare them to something you dubbed under few hours.
Unless the one making it has a functional internal information processor in their biological form. Then they may not become distracted by all the shining lights and bright colors.
I am currently building an mmo using Atavism, I can tell you that it is worth it! Setup is relatively easy, and cheap. It's a great framework to build off of, but as a warning: if you want to do anything that Atavism does not do out of the box the programming gets very complicated very fast. But if you want an mmo with skills, combat, items, shops, guilds, mounts, spells, arenas, and all of that, it's the best place to start. The free trial is worth it too!
Also, one of the devs owns a hosting website, so if you don't want the headache of learning how to host a server you can sign up with their hosting service that is already integrated to work with Atavism games.
I love how you quite sensibly used a scythe as a relevant example relatable to game development. Nice hehe
One of you climbs one tower while the other climbs another tower and you can hurl energy balls at each other from opposing towers while at the same time fighting off mobs. Think casting destruction spells from an elevated position but that's the central mechani. Following this same formula you could have a coop game where you have to provide covering fire for your allies while at the same time fight off enemies in your own tower.
I wish you could have a shadow of the colossus style climbable enemy but that's probably a stretch but maybe giants with unique hit boxes and a flying player.
Its also the fact the info isnt a trade secret so much, and more developers share their knowledge
This is actually a great tutorial. Nice video!
This would be awesome to set up a discord, and collaborate with those that want to do stuff and just make a fun over dungeon game like an anime...
If you learn how to code this is actually very common for open source projects... Often there's a discord and lots of people online to help/work with
Awesome. Atavism is amazing. I'm making an MMORPG as well. I'm launching it by myself.
Ooo what's the time period of it like mediavel futureic or present
@@narc2.036 futuristic.
@@CodemasterJamal aahh OK cool
@@narc2.036 it's a monster collecting mmorpg.
@@CodemasterJamal damn sounds sick
Chronicles of Elyria took 6 years to make the same. Let that sink in.
Chronicles of Elyria has functional multiplayer?
Granted the tools available back then were not up to par. Because the development took so long, and still hasn't started if you are talking from an assets perspective, before going to market, you need to rehash all your design into new engines.
It’s not even a real game just a money grab 😐
@@Arthur-Morgan42069 "It's better to look at it like an MMO with an offline mode" - Caspian
@@Deadener lmao i think he forgot what MMO stands for
thank you for the correct use of the word "budget"
When i set the location of my playable character to my new instance, it loads the instance, but it just shows the plain on the ground, no moveable character model, or anything
This is so cool! Thank you sir.
Nice game ;) I've never seen Atavism before, but seems pretty neat.
I know what it takes to create the tools for an MMORPG yourself, as that is what we have done for our game. It takes years of work...
Now, I wouldn't recommend anyone to create an mmorpg using third parties like Atavism, as you lose a lot of the control that you need to really make the game unique, and fit your exact vision. But if you want to make a quick prototype I can see value in it :)
i just started learning game dev a few months ago and im glad that im learning it from the ground up
@@JapaAppa Cool :) Thats the correct approach for sure!
""Asset flipping" a "perceptible" "MultiplayerOG" without a story, quests, weapons, animations, liquids, crafting, housing, mounts, dungeons, skilltree, etc, by using payed thrid party software"
would have been a better fitting title but i get what you tried to say :P
just felt kinda awkward when you loaded the pre-made scene and said 3:43 "but thats called asset flipping, we dont wanna do that" just to then do exactly that.
😂
This is exactly what i was thinking
I read it as 8 minutes and I was like what but even tho it's 8 hours that's still really impressive since most games are still in planning 8 hours after starting
bit missleading because what studio is gona start with someone else's probably poorly optimized and outdated code lol but very cool to show what is possible. I think this is a good way to show people what to look for when going through kickstarter as a lot of projcets promise a lot and just leave with your money because they posted a video like this and then wrote about what every one wishes and dreams the next big mmo is gona be like. as a 3d artist i also gotta mention the time it takes to make models these days with the level of detail people expect from new mmos XD
"My server is limited to 100 users, but I highly doubt it'll be an issue." You do not know our desire to play ANYTHING new.
You legit have a big brain. Well done!
Is there a free alternative to Atavism?
I like the video a lot but you are oversimplifying the process a lot. While its true that there are framework that can handle some aspects of the backend such as atavism and frameworks that handle the physics and such like unity, there is no way to shortcut the art asset generation like animations,environment, models, vfx where the most of the work time on mmo development is centered on.
Also games like star citizen and AoC push the boundaries on which most frameworks play only a little role in helping.
Edit: I know you aware of that, but many people on the comments paint devs as incompetent which is kinda urgh
Yeah, I was kind surprised that more people weren't like "this took 8 hours using premade assets and tools? No wonder most MMOs take WAY longer to develop!" No offense to Hakurai, but it took 8 hours to make a starter area, one npc, one mob, one ability for one class... while taking every shortcut possible. And it has some bugs that need fixing. To me, this video emphasized why most MMOs take a long time to develop.
@@luckless772 absolutely this.
Missed opportunity you should have named The Merchant Johnny. In reference to Johnny Appleseed. 😂
Good video though
can it be created on a better graphic??
Just think 40 years from now, we're going to be able to create our own MMORPG with little to no effort. just think about it... YOU get to choose the games you play, since you're the creator. technology is gonna be lit
I'm pretty sure it can be achieved in less than 40 years, but that might be me just being too optmistic...
Ron Swanson im sure I've seen you before in comments lol.
@@newbiegaming6090 It has already been achieved but no one is telling the botters for obvious reasons.
@@dakotashroom5401 Interesting. Would you mind telling me what would be the obvious reasons...?
@@newbiegaming6090 Technology is limited. If you learn to Astral project, or transfer your consciousness to your spirit, or Astral body, you can create and play as many games as you want to. If you would like I can create a game to prove this to you, Newbie Gaming. You can also just control your dreams then invite people to come play your new dream game. This is lucid dreaming.
If you leave a reply I can tell you when the game's ready to play. Would you like to play my video game?
Does anyone know where the thumbnail image is from?
I dont know the artist, but you can find it if you search for "elder scrolls imperial city art"
*immediately checks to see if he posted a link to his game*
So. Youre the reason all those mmos keep appearing on Kickstarter lately
Here is my idea: Add in, the ultra popular feature from VR-Chat, your very own custom made avatar.
Caspian taking notes lol
OP, you should start a website where we can do just this - World Collab MMORPG Project.
this guy: *makeing a playble mmorpg in 8 hours*
the 2 devs of dreamworld with "9 years of game development expirence" : put tons of unreal essats in one place and makeing a sever a 15 yo can crack after 8 mounths and saying they are experts
@Louc the description helps my point lol its so easy to make stuff today and the dreamworld clowns team even messed that up (and they claim to be experienced people devs and desiners) but it seems like you dont know about the dream world drama so go research a bit about this and come back
@@שליויששכר I wasnt aware of this scam, I have no words lmaooo Even if I fail my game dev school I don't make this crap like they did wtf :O
@@luluthecat4529 ikr that is pure dog shit to the point its funny that people actually defend it
Was about to press forward because of the long talk and then he said "so let's get started" 😆
very cool how does this not have more views
Because this is clickbaity
The developers of DreamWorld should have just followed this tutorial
networking : Imma end this man's whole career ..
man of culture showing blue protocol, thought that was more lowkey
Hakurai: I'm just gonna take free Unity Engine and 30 days free Atavism. I'm at best a beginner
Dreamworld with 2 people and 3-4weeks of work:
Thanks for this, I always wanted to make a game and going to make some time to do so soon
I am thinking to make a game like sao
I was looking for a tutorial on MMORPG Tycoon 2. I found something a bit more intriguing
Hello, is there anyway you could make a video that, very slowly, walks people though how to get, install and use Atavsim?
Me seeing this video two months ago before I started game dev: yoo that's dope
Me seeing this again now: hold up.... wait a minute? 8 hours only?
I don't understand anything about making a game, but I'm so curious and passionate to learn it
Sadly any of these tools cannot be used in a commercial MMORPG. Premade assets and frameworks limit your game and you don’t own your source code. As you said the ”framework has changed and this demo doesn’t work” that will happen to your game also if you don’t make the framework your self. Premade assets and animations are used in every other game so yours doesn’t differentiate from masses. Yes you can make something with these tools but half a million dollar kickstarter game simply cannot use any of these if they don’t want 2/10 reviews and lifecycle of less than a year.
When will your game be available to play and how do you create a freewill MMO RPG with no preplanned quests?
What are the games starting at 0:35 to 0:50? They look fun.
Men Im planning to create a MMORPG game "Glory"
MMORPG "Apfelfetisch"
gotta make an apple kingdom with apple helmet next
😏
ah yes. I (a german) am likeing this name
do you need a good PC to do this? Im thinking of buying the package but dont want to waste money on programs i cant run. It seems like these programs can take up a lot of memory. Help?
Have 1 question : Unreal supports only world or screen space but i need symbiosis - widget should be affected by environment, i mean that I want widget to be partly hidden if there is a wall for example. Same idea as widgets in Lineage II
I find it hilarious at [0.06] when the AAA game mention looks worse than the indie game mention xD
Truer words may never be said again. Long live the independent experts whose ideas have created the world and will continue to create the future.
you should make a option to create posted signs in the game where people can post ideas in a area where they like.
Can you do a unreal engine 5 version of this
Has this mmo framework come out for Unreal yet.
Wow made a cool game in 8 hours. Really cool 👍.
Do you have videos on a slowed down version of the steps? If not that would be awesome!
Agree
how do u install atavism to the new project??
you use the package manager
Really cool how fast you got your results. I wanted to try something similar but Im still looking for a opensource alternative for the backend, one that I can host myself without licence costs etc.
Maybe someone has a good hint for me?
I did my API in Laravel and run it in a cheap DigitalOcean droplet. If you can handle some php, it's not a lot of work. I have a dashboard for generating the objects, npc's, quests... and when the game loads, it get all the info from there.
what game was that at 0:35 ?
I'm a new developer and I'm looking for a team I have an idea for the perfect game game
Is there an alternative to Atavism that’s free? Or one of these mmorpg frameworks that leaves out the server hosting part so that you’re not required a monthly fee right away?
Where can I find the tutorial for customize the character?
In this video, Hakurai sets himself a budget of $100. However, *today,* Atavism costs a whopping $499 on the Unity Asset Store. In this video, it looks - at first glance - that it only costs $29. But the video goes by so fast one doesn't have time to read the details: "Standard Subscription / 30 days" and that was last year. (So, even back when the video was made, it would add up to more than $100 after 3 months of subscription.)
when you playtest a game does it mean you need players to test it or just yourself because it still confuses me
How many Bugs? How much polish it has ? The more you implement the bigger/complex the problem? Also design and implementation changes over time so you have to completly redesign and implement parts of the system and if you are unlucky core mechanics?
Hello, what is the game at 0:32 sec of the video pls
I have games in my mind that are basically ready, but i haven't the skill to make them, nor will i ever have that skill, my mind is creative, not technical.
Kinda maddening, like being an artist with no hands.
I know exactly; but I started and tried a few gamedev things last year but ran into technical issues with more than one engine, like tutorials being outdated and broken. I need to get started again, but my laptop just broke so have to fix it..
collect a team a programmer a desginer and sound artist and you be producer
@@digitalhouse6969 I'd have to quit my work and my life to do that and I love my work too much.
If I become very rich I'll pay to have it made.
What's the game featured from 1.14 to 1.22?
cool vid, subbed. I believe TitanReach wrote all its own networking/mmo systems though and didn't use these mmo kits.
Atavism looks neat but what if you wanted to add your own systems it does not include? MMORPGs are big projects, i feel like this video is going to add more garbage kickstarters to the list. you made all that without a line of code? imagine all amateurs watching this video and planning the next world of warcraft, straight to kickstarter next week.
I hope that people would be able to spot that out pretty fast. Titanreach is not using a framework for sure.
Well, since Atavism isn't cheap at all, I don't think there will be many young, opportunistic amateurs who are willing to spend hundreds of dollars/Euros on software, just to break even (at best) with a Kickstarter-scam.
hmm if only COE could have done this in what 4 years?
Where did you find this Synty addon for atavism?
Can you Make a vrmmorpg with this