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Atavism by Neojac

Discussion in 'Assets and Asset Store' started by cookimage, Jul 1, 2014.

  1. Teila

    Teila

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    We were assured, over and over again. My last communication with them, which was many months ago, was this: I will rebuild your trust. It never happened. Be careful about trusting assurances when you have been told otherwise.

    I truly don't want you to have the regrets many of us do.
     
  2. smada-luap

    smada-luap

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    Wow. Are you sure you didn't hold anything back there? :)
     
    IndieRaziel likes this.
  3. Teila

    Teila

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    Good for him! :)
     
    SpiralsOfDanu and IndieRaziel like this.
  4. sooms

    sooms

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    Hi IndieRaziel.

    A lot to reply to there, but I'll cover the important one for your situation. Atavism only works as an MMO, not a single player RPG toolkit. If you did want to ask anything further you can ask on our own forum: www.atavismonline.com/forum - we are on there pretty much every day replying to our users and others wanting to know more.
     
  5. IndieRaziel

    IndieRaziel

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    So they'd have to log in like a Diablo 3 type feature, then just instancing each user to their own world? Or completely impossible? Could I do an instanced single player version then have an alternate multiplayer link? Regardless you're forcing your customers to eventually dish out whatever your cost is for your unlimited concurrent users, at least for me anyways as I'm expecting 10,000 players at the least.. I see the catch. Thank you Teila and it most definitely has been on my mind lately. Sucks a lot for I have a AAA worthy game with no good rpg creator to build it for and take partial credit in its succes for doing so. Lol I was never taught to hold back. I'll pass on the forums for I'm not an Atavism user, but a Unity user. Also, Teila, a list of all they haven't given you but promised would be nice for personal reference. Whether pm or forum post. Also, any flaws in their product would be greatly appreciated. Care to reply to the rest Sooms? Or just going to evade my concerns and lose yet another potential customer? It was a lot, and I took the time to do so purposefully and your response as short as it is in comparison is enlightening in itself. Thank you for replying quite quickly though.
    - Raz
     
  6. sooms

    sooms

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    I wouldn't recommend using Atavism for a large amount of single player instances, the server isn't designed for that type of game. Given what you've said about your game design I think there will be other tools best suited for your needs.
     
  7. Teila

    Teila

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    There are a few single player rpg makers. Zerano has one. Plygames might help. And Ork seems pretty good according to some of my friends. :)
     
  8. IndieRaziel

    IndieRaziel

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    Lol and the rest sooms? I'm sure you definitely have deterred many people from just our few messages. C'est la vie I suppose. Thank you Teila! Any of those include anything for multiplayer like or better than that of Atavism? If not im willing to take the time to pursue another route. I need a single player game that can login to multiplayer
     
  9. Teila

    Teila

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    Zerano has a multiplayer I think and I do have a friend who uses his and likes it. I have never used them. Unity's new multiplayer is still raw but getting better. I imagine you can use anything with that and it looks relatively easy to use. Still in the works though but since you need the single player first, you have time.
     
  10. sooms

    sooms

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    We've just announced the updated roadmap for our next release and a rough layout of major features for the following release:

    Release 2.6
    Dates:
    Testing: early January
    Release: end of January

    Atavism 2.6 is the biggest release by far with a large amount of testing having been done to ensure suitable performance of the server and client along with a lot of API changes to make working with Atavism easier and less major structure changes going forward. The release also includes several new features such as the new uGUI, grouping, trading and interactive objects. This is not an exhaustive list.

    Rough Changelogs:

    New Major Features:
    • uGUI: The whole UI system is being recreated using Unitys uGUI system. This includes everything from login to character creation to in-game. It also includes numerous UI improvements including the chat system and player menus.
    • Grouping: Players will be able to form groups to fight mobs together. Sharing xp and quest objectives will be supported along with the basic group functions of inviting, leaving, promoting to leader and kicking members.
    • Trading: Players will be able to trade items with each other. This includes improvements to the Inventory system to prevent trading of bound to character items, and checking for unique settings.
    • Interactive Objects: Developers will be able to place objects in their world like mobs that players can interact with such as changing the state of a door from open to closed, having a chest players can put items into.
    • Server selection: Players will be able to choose which server they connect to after logging in. Characters will currently only exist on a single server, with plans to make multi server support for characters in a later release.

    New Minor Features:
    • Regions: Regions for water, fire, poison etc. will be place-able in your world. As players enter or leave the regions they can have effects applied to them, or changes to their stats.
    • Patrolling: Patrol paths will be able to be set up for mobs to follow.

    Improvements to existing features:
    • Combat: Many new effect types added including Morph, Revive, Teleport. Stat linking added to allow having one stat change values in another stat. Other stat improvements such as setting the value on revive.
    • Death: Better death handling including being able to set different respawn locations and a ghost state.
    • NavMesh: A new tiled system has been developed to allow generating of individual tiles rather than the whole terrain at once. Improvements to the way mobs move on the navMesh.

    Atavism Editor:
    • New search system added to find your data easier. This will replace the drop down lists and reduce the amount of data being transferred from the database (greatly).
    • New game settings plugin added for setting properties such as bag size, whether mobs give exp etc.

    API Changes:
    • Quest code being moved into its own area greatly opening up the possibilities for quests such as using items to start quests or other trigger based quest activity.
    • Inventory plugin being changed to greatly simplify the layout reduce the duplication going on, along with providing much more structured setup for AGIS developers to work with.
    • The Mob Controller class is being split so it only contains movement code with 2 new classes added for handling animations, one for the old system, one for the new.
    • Character display along with Equipment display re-written to support a wider range of character customisation/equipment types.

    Add a massive list of bug fixes and small features being added which will be included in full changelogs notes on release.



    Release 2.7
    Date: Unconfirmed

    New Major Features:
    • Guilds
    • Pets
    • Social system (friends list, ignore list and more)

    Other Improvements:
    • More combat improvements including AoE
    • AI improvements

    Along with continuing work on improving performance and the NavMesh system (including some dynamic object support) and API tidy up.
     
    Last edited: Nov 20, 2015
    GameTechnix likes this.
  11. TonyLi

    TonyLi

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    My reply will have nothing to do with Atavism. I've never used it. I just want to share my experiences with the other, non-MMO kits that were mentioned above. I maintain the integration between them and the Dialogue System for Unity, so I have a decent understanding of how they work.

    Zerano's RPG Kit is a good room-based multiplayer RPG framework (kind of like Diablo). It uses Photon networking. You can also run it in single-player offline mode. It comes with a small but polished set of starter assets like animated GUIs, 2 player character models, and 2 monster models, along with the ICode visual scripting system. RPG Kit saves changes such as level-ups to the server (or offline to PlayerPrefs) as they happen. It doesn't use saved games. Zerano is a very active developer, and the documentation hasn't quite caught up yet, but with just a little patience you can get a fun multiplayer game up and running fairly quickly.

    Consider making a single-player-only game. If you don't already have a few single-player RPGs under your belt, you'll probably have more satisfaction and success making a single-player game first. Not only is the design perspective different (think Dragon Age's narrative depth versus Diablo's hack-n-slash), but it's easier to get single-player games working and debugged since you don't have to worry about networking connection and synchronization issues. (No kit out there will give you complete multiplayer without any additional effort.) You can always add multiplayer to your sequel. :)

    ORK Framework is a very comprehensive single-player RPG framework. It really has everything -- combat, controls, quests, factions, etc. It doesn't include any game-ready starter assets but it does have a basic tutorial game that demonstrates all its features, and it comes with essentially a version of the Makinom visual scripting system. It uses saved games. It has a very active community and thorough documentation.

    plyGame is a beautifully elegant system. As a programmer, I really like the way it's designed. The RPG module, plyRPG, doesn't come with any starter assets, and the provided systems (skill systems, spell systems, etc.) are bare bones because it's expected you'll design them yourself using the nice toolset. It comes with the plyBlox visual scripting system, and it also uses saved games. It has an active community, but I don't think it's quite as big as ORK's, although it also has thorough documentation.

    (If you end up needing a AAA-strength conversation system for any of them, please keep the Dialogue System for Unity in mind. ;))

    Then again, if you're looking to make an MMO, I guess talk with the people here and the developers. I don't know if Atavism has an evaluation version. If it does, that would be a good way to see if it meets your needs. Whatever you choose, best of luck, and have fun making your game!
     
    Last edited: Nov 20, 2015
    wood333 and Teila like this.
  12. Bumblefuck

    Bumblefuck

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    Many months later and still no assets, the fantasy set 2 still has holes and I have been ignored when I asked if they would ever be fixed. So here we are years into development, its called a beta but many core systems are still being put in and tested so that would be an alpha... Previously released features still have many bugs or need to be finished. (Navmesh, chat, combat, etc). Things have gotten better but still are not where I would expect this far down the road.
     
    UltraTM, BackwoodsGaming and Teila like this.
  13. ronbonomo

    ronbonomo

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    Hey Raz, what kind of multiplayer do you want to tie into. I am building a single player game that as you progress you gain access to different Lobby style multiplayer rooms. I can share how I handle that and will gladly share how I handled my inventory, Items , ui hud, stats system, skill system, money system and so forth. Just hit me up I will be happy to share what I have figured out and code
     
  14. ronbonomo

    ronbonomo

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    And my combat system that includes your stats and level in the damage and defense equation. As well as how I handle quests. Now you could get a free version of parse, i belive it is called, which is really good but limited in free version, were you can only have 2 quest chain in one scene, kind of deal. which with creativity you can make it work. But I needed to handle it differently. So I made a base script which I can change according to different situations. More work, but I like the freedom it gives. Just hit me up and I will help through you alternatives
     
  15. tequyla

    tequyla

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    Hello,

    Below, i share with you the large gamemap comparaison :



    Could you explain how atavism software loads the terrain and what is the limit reached by your team for world map with standard rich content (ex: content same as DaoC )?

    edit: how to place specials spawns same as city, specials places, dungeon or somethings?

    ++
     
    Last edited: Dec 13, 2015
  16. sooms

    sooms

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    Hi tequyla.

    We don't do anything in Atavism to manage terrain, that is a Unity issue that is unrelated to our software. In terms of server side world size, we can handle vast sizes much larger than 100km across. of course as your world gets larger it is going to require more server resources to run so you need to keep this in mind.

    For the spawns, we have an in-game spawning tool you can use and will be looking at implementing it in the Unity Editor as well (you can always directly add them to the database).
     
  17. tequyla

    tequyla

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    Hi Sooms,

    thank.

    Is it possible to set a spawn area with your API ? this function exists or need to be created by me ?


    EDIT: i use Mecanim for mobs and player/npc. Is Atavism Interface compliant with Mecanim ?
    ++
     
    Last edited: Dec 14, 2015
  18. tequyla

    tequyla

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    Hi,

    Any voucher plan for Christmas ?
    i'm very interested :)

    ++

    regards,

    T.D
     
    runningbird likes this.
  19. sooms

    sooms

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    Hi again.

    Can you elaborate on "spawn area"? And yes mecanim is supported.
     
    Last edited: Dec 15, 2015
  20. tequyla

    tequyla

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    Hello Sooms,

    Thank. Yes i can explain.
    On a map, i draw a zone and I set for this area 10 mobs.
    Atavism will spawn in this area 10 mobs by random position ( it means that Atavism has collision detection on World Server).

    a voucher on your website, maybe ?

    ++
     
  21. sooms

    sooms

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    No we don't have support for that feature yet.

    And sorry apparently the Unity rules forbid me from speaking about any sales or specials (had to edit an earlier comment).
     
  22. MisterSanglad

    MisterSanglad

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    Seem to be a fantastic tool, I'm a beginner with Unity and I want to create a MMO for learning and for the fun with some friends, it is more for advanced people or not ? And is there is already a combat system, like magic (spells) or there is just a weapon system ?

    Thanks in advance for your reply !
     
  23. sooms

    sooms

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    It looks like you've already got an answer on our forum, but yeah we have a combat system with spells, effects and skills. It's a moderate skill level tool, if you're comfortable with using computers and installing stuff you should do pretty well.
     
  24. VitorMS

    VitorMS

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    Hi, I'm interested in the package but I dont like those target MMOs, I want a action MMO.. Is it possible to change the combat system of the game without conflict with the other scripts? Is the game divided in multiple small instances so the player go from one to another having to wait the loading everytime or it's all a big map? I dont know if I'm expressing myself well.. I dont want the player to have to wait too much for loadings.. Can I change stuff like that? I didnt try it yet, there a free version for experimentation? Sorry if it's a repeated question, I don't have time right now to read the whole forum but if there's already the answer somewhere I will be happy if you just reference me the page of it.
    Thanks
     
  25. sooms

    sooms

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    Hi VitorMS.

    The default combat system is target based, but we are experimenting with non-target requirements using "soft-targeting" similar to say Skyrim if you are familiar with it. If you're a bit of a programmer you can change the combat a bit more.

    As for the world, the server system itself can handle massive worlds however it comes down to how Unity handles large worlds. We haven't explored how to get massive worlds working in Unity yet, but we will be later this year. We have had people running 10km by 10km, but haven't seem much larger yet.

    We don't have a free version, however there is a two week refund period if you find it's not working out.
     
  26. VitorMS

    VitorMS

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    Hey, thanks for the answer...

    10km sounds great, Skyrim BS is pretty good too but it would need a few tweaks... Just a few more questions.. Is the steam version the same of the unity assets store? I mean.. will I be able to work on unity if I buy from there? And I'm thinking about making a small light demo to test some things before trying something big online... Will I be able to make a build to run the game offline so I can give people to test without needing a server? Or another options...do you think I will have a hard time importing scripts to another of my game that I'm already working on? Like the character inventory for example..
     
  27. AlanGreyjoy

    AlanGreyjoy

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    Best combat in an mmo i have ever seen was neverwinter. Eso is pretty good too.

    The whole "WoW" combat system sucks donkey nuts.
     
  28. sooms

    sooms

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    It's the same package whether you buy it from here, Steam or our website. You cannot run the game without a server running to connect to, you can just run the Atavism server on your own computer and get others to connect to that.

    A lot of other Unity scripts won't work in Atavism as we run most game login on the server rather than in Unity. If it's cosmetic only it will be fine, but any systems such as inventory will not work.
     
  29. moomoopop

    moomoopop

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    I’m curious as to how restrictive the plugin becomes. I am genuinely curious about using your product, if only to help streamline a few things, however if I were to use, say, your faction system to create three factions (for the sake of this conversation) would my native code be restricted in modifying the factions further? I understand that each one has its own rep, but if I wanted to go in and add, let’s say the PvP (in a non PvP way, imagine it’s just a way to have PvE rank in the faction or something) class system from Vanilla WoW back when Honorable and Dishonorable kills were all the rage – could I have server/faction wide titles if I code it in (like General, Knight etc.), or would your plugin block that?

    So I guess my question is, are you saying anything that I script in unity wont work with Atavism?
     
  30. sooms

    sooms

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    Hi moomoopop.

    Changes to game systems like you describe would need to be done through the AGIS system which can be edited when you have purchased the Veteran licence. It is written in Java so it is a bit different from Unity scripting.
     
  31. siblingrivalry

    siblingrivalry

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    Is this dead now in favour of 'on premises'?

    Instead of 79$ now its 400$?
     
  32. cookimage

    cookimage

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    Atavism On Premises is same as Atavism MMO Creator, just name change to suit more our different packages. Read on our forum about all the changes and the latest release 2.6
     
  33. siblingrivalry

    siblingrivalry

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    Hi, does that mean you no longer offer the 80$ version?
     
  34. cookimage

    cookimage

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    Yes the price has changed to $399, we do how ever offer Atavism Cloud Hosting Package witch is $25 per month and has the server already setup for you. That basically takes 5 to 10 minutes max from purchase to being in the demo world playing. The cloud is available on our store www.neojac.com.
     
  35. VicToMeyeZR

    VicToMeyeZR

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    Where is the downloads for your existing customers?
     
  36. cookimage

    cookimage

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    Its the same product just price has changed and latest build 2.6 is on the Unity Asset store, so you will just look for Atavism 2 OP in your assets list in Unity and download it there. You can also login to our new Apanel on Atavism website itself, its listed at the top menu and have all your downloads there as well.
     
  37. VicToMeyeZR

    VicToMeyeZR

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    I didn't buy it through the asset store. and I don't seem to have a login for the APanel
     
  38. cookimage

    cookimage

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    Hmm did you buy it through Steam or our store, witch ever one can you send me your details as in email used to buy it with and where you did and we can check your account. Send to info@neojac.com
     
  39. sowatnow

    sowatnow

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    I stopped using this more then a year ago, but now with the new update, I guess I will give it another shot. Cheers
     
  40. siblingrivalry

    siblingrivalry

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    That is a shame. I have been one of the people who thought about purchasing a few times, but was concerned about the lack of updates and missing dates in the roadmap so was waiting for your January release to come and be stable.

    Now with the change of price but still unsure about updates and the roadmap.
    What extra is there in the $400 version that the $79 didn't have?

    Thanks.
     
  41. cookimage

    cookimage

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  42. recon0303

    recon0303

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    Has anyone released a game yet?? Also can we add our own plugins or asset sold ones such as NGUI? and such.

    I know before the combat was limited what type of combat can we make now with this asset??? or is it open to us??
     
  43. cookimage

    cookimage

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    There is a few people who will be releasing their games this year, some are in closed beta currently. Yes you can make your own plugins with the addon AGIS system which give you access to server side plugin source code. Currently you have standard Tab Targeting combat, Soft targeting combats that's used for FPS games and Click targeting combat which is sued for Top Down games like Diablo. So most combat types are covered.
     
  44. SpiralsOfDanu

    SpiralsOfDanu

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    Hi - can I please get some clarification as to what this asset actually is and does?
    I'm a hobbyist RPG'er and have just started to learn C# in Unity 5.

    The blurb on the asset store refers to numerous plugins... but then I can't see them in the package file below.
    I understand from this thread that there have been hiccups and delays in developing this to its promised potential... but:
    1) are there any actual plugins, and
    2) Once things have been created (ie character creation scenes etc) can they be exported to other projects?

    I'm trying to create a single scene Hybrid-RPG but one that isn't an MMO.
     
  45. pushingpandas

    pushingpandas

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    Still no fundamental Tutorials or Documentation. Most are outdated. HOW to use the asset ?!? no fecking idea.. worst asset I ever purchased.... I would not purchase it again.
     
  46. cookimage

    cookimage

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    Plugins are all part of the Atavism Editor that's in the download. Atavism is basically the server side to creating a MMO thus no plugins can work without the connection so you wont be able to make a stand alone rpg with it sorry.
     
  47. cookimage

    cookimage

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    Please refer to the Tutorial section on the forum where you will find a bunch of video tutorials as well as written ones on the wiki. If you are stuck on anything ask on the forum, there is many willing to help.
     
  48. Dhoren

    Dhoren

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    Hi, I came across the on premises asset in the asset store. I am curious if it allows for multiple players in multiple scenes.
    1. Can I be in a zone (scene) with multiple players which I can interact with and then walk into a new zone and see a different group of players etc?
    2. am I free to change the look of the UI?
    3. Can I edit source code with this license?

    Thanks!
     
  49. pushingpandas

    pushingpandas

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    Do not buy this piece of VAPORWARE. its non-functional and S***.NONE support.
     
  50. Ebolinux

    Ebolinux

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    Do not buy this software. The developers have VERY bad customer support. I have NEVER been treated so poorly in my life by a company.

    I initially purchased the developer package over two years ago. They sold it with the promise of releasing many of their assets. To this date they have release Zero assets. They completely got rid of the developer package (because they probably have no intention of doing what they said they were going to do) and changed it to a completely different package with out asking me about it. You cant even find anything documented any longer about the developer package. Everything is gone.

    They basically said they were going to do something. They didn't do it. They changed the product with out my consent. And they gave me excuses & treated me extremely poorly.

    People made posts warning about these guys. I read them but didn't listen. I should have listened.