|
Is it possible to make a mmorpg on the scale of star wars gallaxies or WoW and all the other big names with any of the unity engines. If so which ones would be capable and is there help out there for networking and server setup and such things, Thanks for the time. James P
(comments are locked)
|
|
Short answer is yes. You can basically create whatever you like with Unity. If you have the manpower and motivation to put into such a project, Unity is surely capable of doing just that. Search the forum and you will find more details there. Check out http://www.fusionfall.com for an example of a successful large-scale project. Some forum threads with more information: What it seems to boil down to (according to opinions in the forum): Have a look at middleware for your server technology and Unity should suffice for the interface which your clients will use (see Forumlink 2). You should be able to go pretty far without touching any source code. People have pulled it off before and there's no reason that with the right attitude and resources, you or anybody else shouldn't be able to create a large-scale MMORPG with Unity. There's also a tutorial on how to set up an MMO with SmartFoxServer on the Wiki. See this link As for your question of "Unity engines", I suppose going for Unity Pro would make sense. Iphone deployment creates additional restraints which you could look up in the forums. Here, this is also an interesting example: http://www.youtube.com/watch?v=_xf4I1ODpbQ
Mar 01 '10 at 09:10 PM
Cawas
can you explene the mmo with smartfox server to me :( i dont understand it the problem is the exention pm me :)
Jul 08 '10 at 03:14 PM
crasyboy42
don't have any experience with smartfox server. try asking a separate question or might also try the forums if its rather unspecific
Jul 08 '10 at 07:55 PM
Sebas
@Cawas that video appears to be private @Sebas FusionFall uses a custom version of the unity web player
Nov 26 '10 at 09:11 PM
fireDude67
SmartFox is a socket server. Basically, its just a communications hub. You cannot build "an MMORPG like SWTOR" with a SmartFox server or any of the other boxed socket server solutions. You asked one key question-- which is scalability. Another key one is security. It is relatively easy to get scale without security (which is what most indie Unity projects that try for scale do.) It is also relatively easy to get security without scale. (Which is what the Unity "authoritative server" model provides.) What is hard, and what both of those games do, is get massive scale AND game security. And there is no out of the box solution for that. I can point you at technologies, but you will have to build on top of them. And build a lot.
Jan 09 '12 at 10:48 PM
Jeff Kesselman
(comments are locked)
|
|
Discouraging reply: probably, but if you need to ask that, you likely don't have the resources to make anything of that scale; otherwise you would pull two or three guys from your team to evaluate the various engines and give you a conclusive breakdown of how they fare against your requirements. (I guess this will be a chance for me to see what happens to my account when an answer gets downvoted into oblivion) ;-) ... I'd say "very well said".
Jan 30 '10 at 04:26 PM
jashan
my first thought too - reminds me of those shops where "If you have to ask the price, you can't afford it" :-)
Jan 30 '10 at 06:12 PM
duck ♦♦
(comments are locked)
|
|
Yes it is very much possible to make your own MMORPG using unity, both as a Server(using the mono version of .NET and run the server in something that looks like a cmd on windows) and as a client... If you would like to start to make your own MMORPG, then you shouldn't start the project as a single player project, because when you then are ready to go multiplayer then you will need to change almost all of your code, and when you do this, you will find new problems that you never seen before. Myrecomendations would be that if you start making an MMORPG and isn't very experienced with programming, use the builtin unitys networking system, especially the RPC calls and then keeping the game to a LAN game, this way you learn how to think when programming a multiplayer game. However if you have a little programming knowledge, and you could use Smartfox for the server part. If you again on the other hand, does have more programming knowledge and like to jump down into what it's all really about the computer bytes, you could make your own Server on a TCP or UDP protocol. Hope this clarify what all the others have said, otherwise here is a little summary of it: Yes, it is very much possible to make an MMORPG using Unity Recommended technologies to work with based on your programming experience Level Technologi -Beginner Use Unitys builtin network support especially RPC's -Intermediate Use SmartFoxServer,Photon or someother kind of Middleware -Expert You don't need this answer, you are already an expert, Program your own Server side, and use Unity for the client
(comments are locked)
|
|
Obviously none of you guys work in education!! Get the answers to the difficult (and simple) questions in advance , pitch the idea and then the money and development team will follow... pfft ask the price blah blah indeed ;) What does this mean?
Jan 21 at 03:35 PM
nepoez
(comments are locked)
|
|
The answer is Yes, but I recommend you start with creating a single player version of your game and adding networking and multiplayer elements into the game after it has some content in it. ( dont drown yourself in networking issues before you have something to take online).
(comments are locked)
|
1 2 3 4 next page »

I don't think this question deserves downvoting. It may be a little nave, but still it will serve as a useful post for others who come searching with the same question.
It's been a recurrent topic every game development forum I've ever belonged to...
How does this have 21k views? ... Oh wait, I do know.
you came here and registered just to say that? Sorry, but I don't take advice from people who can't think of anything better to do with their time than that.
That's a rather subjective amount of bashing which Unity doesn't deserve, in my opinion. How do you define "real" game programming, anyway? Does it have to be all in C with fine-tuning in assembly code before your elitist behind is satisfied? Novel algorithms in C++ with pointer-magic and bitshifting going left and right? Tsk. Such drivel. You have to realize that what Unity does, which IS special, is to lower the entry-bar to game programming. It provides a layer of abstraction that wraps the university-level stuff in cotton so well, that thousands of hopeful young people become interested enough, and encouraged enough, to try out programming. If you're a beginner, it's way easier to understand what's going on in a 3D coordinate system when you can rotate and move your objects in an editor instead of hitting your head against a brick wall every time you forget to wrap your transformations in calls to glPushMatrix and glPopMatrix, and your world gets completely fucked up because of it. What Unity does is bring graphics to the masses, and the more people try their luck with it, the more are going to come through, and get really good at programming in the end. Do you really think OpenGL, linker errors, a borland compiler and Emacs for an editor would accomplish that? If so, you're the idiot here. What you've got here is an application that makes thousands of young people learn about vector calculus instead of just...well...trolling the internet. What are you complaining about? I think it's brilliant.