Making an Indie Unreal Engine UE MMORPG - Intro | Overview

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Joey de Vries

Joey de Vries

11 ай бұрын

I'm building the tech and foundational work for the MMORPG I'd like to make in Unreal Engine 4/5. I'll be starting a dev log where I'll share my progress and any interesting technical details and considerations that go along with it. What you're seeing here now is a functional prototype that'll soon end up on a (likely AWS) server where I can test and further optimize the tech to work with much larger player numbers. If that process works I'll have the confidence I can build this out on a larger scale. Goal is to now finish up ironing out any networking kinks, polish the gameplay, and build out a simple little starting area for future players to try and break.
Cheers,
// Joey

Пікірлер: 37
@Gaccoo
@Gaccoo 9 ай бұрын
You are living my dream! Keep it going man!
@JayNakum_
@JayNakum_ 11 ай бұрын
Oheyyyyyy!! It's wonderful to hear your voice. Please keep uploading the progress!
@shawarmagames1689
@shawarmagames1689 7 ай бұрын
Look who is here!! The myth, The legend. Joey. ❤ subscribed!!
@tioalison
@tioalison 6 ай бұрын
Whata a Wonderful work man! Good job =)
@dt8921
@dt8921 7 ай бұрын
I am currently trying to learn UE5 I also want to build a game great video and I hope to see more.
@gabrielchavarria760
@gabrielchavarria760 6 ай бұрын
This is truly inspiring! Watching people go for what they love instead of the “should go to” path everyone is taking. It looks great man I wouldn’t be able to stop sharing if this was my creation haha please let me know if you need any help with the design or music for the game and keep it up!!
@xXKIKOXx0
@xXKIKOXx0 7 ай бұрын
thank you for the awesome video c: inspiring me
@007LvB
@007LvB 11 ай бұрын
Hi Joey, Nice of the KZfaq Gods to recommend me this video by chance. And great to hear your voice! :D I can definitely hear your passion, and now that you have built a user base around the opengl site, hopefully you can find some other devs to aid you in your quest! I think you kind of have to be an idiot to make something like this, and I mean it in the best kind of way - this seems like something you can definitely do! I Shall be following your progress with great interest, - Alex.
@joeydevries
@joeydevries 11 ай бұрын
Alex! Good to see you here! And indeed, that's how I feel as well; I know it's generally out of scope, but I still got a good feelin' about this one. And the way I see it, if it doesn't end up working in the end, I would've learned a ton and had fun so why not shoot for the stars anyways.
@Jaysinxe_
@Jaysinxe_ 5 ай бұрын
This is really inspiring! Thank you for making these devlogs! I would love to pick your brain about some related topics. Would you happen to have a discord server or anything of the like?
@stefans.463
@stefans.463 2 ай бұрын
Keep up your great work, you built up quite some things👍 I have a question here about your networking. What is your approach here? Do you use UE's replication system or did you wrap it up around raw tcp sockets or what exactly is your approqch here? In one of your videos I seem to have seen that you use replication but on the other hand you have your custom C# server and multiple concrete server instances behind the master server. I would be happy with a response, since I am also starting out with an online game. Through my research I ended up having to have my own protocol done and wrapped up but the challenge is to have same objects on the server so its double work so to say. UEs replication system is said to be not so good for games happening outside of "rooms", so basically every game that is not like fortnite, cs or whatever. Before I go in the wrong direction I thought I ask on your knowledge and approaches. (dont need to be detailed, just so I get an idea if I should stick with a custom networking or using just replication) Thaanks!
@aaizendrake
@aaizendrake 9 ай бұрын
oh this is cool..
@thehambone1454
@thehambone1454 10 ай бұрын
I do NOT think you are an idiot for making an MMO, in fact, I wish more indie devs would just make their dream game instead of some game no one (including them) will care about.
@joeydevries
@joeydevries 10 ай бұрын
Couldn't agree more, may not always succeed, but when it does we get some really good gems out of it
@paulshelkov7956
@paulshelkov7956 Ай бұрын
If you want a completed game, you don't have to make a whole giant MMO, and you don't have to sacrifice doing what you care about either. You can make a small, bite-sized MMO experience and people will still play it... if you have a unique idea people will want to play it, even if only for a few hours. You could also make a single player game that functions mechanically just like an MMO. You could focus on one aspect of MMOs that you find most interesting, and build a gameplay loop around that (like that game "Mini Healer"). And all this will also set you up to join a team that's fully equipped to make that big MMO.
@bonestrike7127
@bonestrike7127 3 ай бұрын
!!!!!!!!!!!!!!!!!!!!!!!GREATERRRRRRRRRRRRRRRRRRRRRRRRR
@wiljagerhardt1219
@wiljagerhardt1219 6 ай бұрын
dont give up
@acajoom
@acajoom 11 ай бұрын
Nice ! how come not UE5 ? Keep it up. I'll be following your progress.
@joeydevries
@joeydevries 11 ай бұрын
Sweet! I've started this project more than 2 years ago (I think) and been at it on and off since then; by then UE5 wasn't a thing yet. However, I'd definitely want to build this thing out in UE5 soon enough. For the prototype phase I'm keeping it in UE4 as I'd rather not deal with potential version mismatches right now, but once I'm happy with the prototype I'll definitely make the switch when the next phase starts. Don't really see any downsides to go for UE5 .
@acajoom
@acajoom 11 ай бұрын
@@joeydevries Having to constantly stay up-to-date with framework updates is hard and takes a lot of time. I have designed a similar project like yours previously and specifically focused on server-side updates and realized in order to make it work the way I wanted I had to come up with my own framework. A lot of work ! So I admire what you are doing there and will follow it 🙂 Keep it up.
@joeydevries
@joeydevries 11 ай бұрын
@@acajoom Oh that's sweet, definitely hit me up with good advice then whenever you see I can take a better approach ;) cheers!
@Diablo85Hun
@Diablo85Hun 11 ай бұрын
Nice work. The Towns is instanced? so if the player cap reach 100, then put the new players to new server, and other "phase"? so same the Guild Wars 1 system? The master server is one good idea.
@joeydevries
@joeydevries 11 ай бұрын
Exactly! Everything is going to be instanced, where I expect towns/hubs to allow for higher max player counts. Of course when players are in groups/parties the system will allow them to still join the group leader's specific instance where each server has some kind of buffer percentage to allow for this. Does mean there'll be more loading screens, but I think the benefits far outweigh the negatives: most logic uses UE's built-in networking this way (except things that are shared among maps/servers like groups/guilds/chat), relatively easy to set up instanced dungeons/raids, easier to keep server load in check, since each map is its own server it's easier to distribute servers over multiple dedicated machines, and based on how high I can optimize network load I can tune map sizes to still have enough players to see.
@alexisjrosarivera
@alexisjrosarivera 7 ай бұрын
I just started learning Unreal to try building an VR multiplayer, Im using Agones on Kubernetes to deploy the game servers, I am curious about your C# game server orchestrator, are you using any frameworks for the backend? Also if there are some pointers on saving and reloading game states. Thanks, awesome video, awesome project!
@joeydevries
@joeydevries 7 ай бұрын
Cheers! It's quite simple at the moment using some local state management and a bunch of sockets and threads. Will expand upon it soon enough, but I don't expect I'll need any frameworks soon enough, but time will tell :)
@nomad7317
@nomad7317 3 ай бұрын
Are you using Gameplay Ability System?
@GC-jm9bt
@GC-jm9bt 9 ай бұрын
Hey I did something similar last year using Agones/K8S and containerized UE5 server instances. It looks like you have a very similar approach. Do you have a Discord server where we can brainstorm some ideas? I think we would learn a thing or two from each other. (I'm also a Dutch btw)
@joeydevries
@joeydevries 9 ай бұрын
Oh very interesting. It's all in a bit of a prototyping phase for now, once I get out of that and got some succesfull large-player tests working I'm going to kick this in full gear (including marketing and Discord server) I'll be sure to let you know when that happens, would love to chat! Feel free to send me an e-mail in my YT about page if you'd like to keep in touch :) cheers!
@EduardoMarwell
@EduardoMarwell 6 ай бұрын
Hi Joey, I've a project in mind and I'm studying the best stack/engine to get it started and I thinking hard on Unreal, you used some framework or asset for your dedicated server? I'm thinking to buy the new MMO KIT from Unreal Store and see how it works.
@joeydevries
@joeydevries 6 ай бұрын
No, I'm trying to keep as much of the networking in Unreal itself (at the cost of likely a lower max player count per map (100-200) and loading screens). This saves me from having to built a full network server which'll keep things reasonable at an indie level. So I'm building my own server backend for stuff like switching maps/servers, authentication, party/guild management, and chat. But most other stuff can be used in UE's replication system (that I'll also build upon, but it's a lot easier and more scalable to work with). And that backend stuff seems reasonable enough for me to flesh out. I've looked at a few kits, but I like building the systems from scratch as I'm taking a fairly unique approach so I can really nitpick on the design :) doesn't mean they're not great so if you're not too eager to build things from scratch and want to start playing that can be a nice option.
@hayatmirah
@hayatmirah 7 ай бұрын
are you willing to upgrade to Replication Graph or wait for experimental Iris Replication System to be production ready ? you will end up using one of those or creating your own net driver :) , well it depends on requirements you want to achieve per server instance , good luck
@joeydevries
@joeydevries 7 ай бұрын
Yes I definitely expect to need to dig into the replication graph at some point. See how far I can push the player numbers, my first goal is to get up to about 30 - 50 players in 1 map working smoothly, and then further optimize (using rep. graph) to get to a 100+. Not waiting for Iris, but keeping an eye on it (if it does go out of experimental I may swap). Goal is to use as much as I can from UE itself and write as little custom netcode as possible. This to keep everything INSIDE the editor (with all its tools) so it becomes a whole lot more indie-scalable. This will be at the cost of fewer player count and loading screens between maps, but it keeps the scope managable on an indie level (and with 100+ players per map all connected to each other it still easily feels like an mmorpg in my opinion).
@LuizGamingYT
@LuizGamingYT 5 ай бұрын
hello, what u thing, how many players can handle one server with 10 map, and how many UE servers i can run (with different ports like 7777, 7778 etc) per one instance xeon 3.7ghz, 64gb ram, NET 1gb/s? I wonder how many people can be on 1 map and on 1 server, and on 1 dedicated machine. Game project - very low poly style without complicated game mechanics. I also wonder if I am able to host, for example, 200 players on 1 EU server, scattered over several maps so that they do not see each other too much, to avoid unnecessary replication. I know that in the case of Fortnite the server can carry 100 players, but on 1 map. Do u have any experience? Greetings!
@HusrevPasha
@HusrevPasha 3 ай бұрын
@mikeb7711
@mikeb7711 11 ай бұрын
'Promo sm' 😏
@MichaelKocha
@MichaelKocha 9 ай бұрын
Hi. Are you hiring? lol
@joeydevries
@joeydevries 9 ай бұрын
First I need to get this thing working on a large enough scale, we'll see after that haha ;)
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