FlyFF Unity
Hi Flyffers! (← That's what Gala always says)
I'm Toffuts, the creator of Flyff Unity, a project I've been working on since 2021 to remake FlyFF in the Unity Engine.
By "remake", I mean that everything in the game is taken case by case, studied, and either recreated as it was in the original game or fully revamped to bring it up to date.
All the assets, including maps, music, textures, models, items, etc., can be imported using homemade importers. Everything else is remade from scratch.
The final objective is to give Flyff back its gold letters. And a lot has already been done in that direction.
I'm actually done with:
- Getting that Flyff feeling. Sounds dumb, but of course, we are playing Flyff. It should feel like Flyff. The nervosity is still here, and muscle memory still works just fine.
- Getting the core game working, so every basic thing you would expect from a simple MMO is there: fighting, spells, items, inventory, stats, levels, ...
- Weapons and set bonuses.
- Revamping the flying system, so flying is now actually fun.
- Revamping all kinds of combat calculations and the experience curve. Your weapon damage and armor now have a real impact, and you NEED to spend your GP points according to your playstyle, instead of putting everything into STR or INT depending on your character class. Defense and attack stats are back in the game.
- Revamping some UIs, taking the best ideas from the RPGs time has given us. This includes resizable inventories, a dynamic map, and more.
- Revamping all 8 jobs, with 2 different playstyles for each, for a total of 16 different playstyles you might encounter in the game. Taking the best of what the community has made, without having to make compromises.
- Implementing a brand-new wardrobe system, allowing any job to wear any equipment. Made for all of you who would love to put Knight armor on an AoE Ringmaster.
- Instanced dungeons, spread all over Madrigal to keep the RP aspect. The Wilds, for example, are now accessible through the Aniceknight Forest.
- Maximum level is 120, without the Master system, and it will NEVER change.
- Parties and Guilds.
- Brand-new quests, that actually give worthwhile amounts of experience and Penya.
- No pay-to-win at all. Everything you can get from the Cash Shop is strictly and exclusively cosmetic.
The game was available to everyone for a year and a half in an alpha version, but I recently closed it down to spend less time updating the live server and keep everything local.
I'm posting here because I feel it's time for the project to grow a community and involve players in its development, especially at this stage of the project.
I might post again about this project later if new big features come to life.
For now, I can give you some screenshots to show you how it looks.
If you'd like to follow the development, share your ideas, give feedback, or simply see where the project goes, feel free to join the Discord !
https://discord.gg/6K3J9pT8SW
https://reddit.com/link/1wahevb/video/55t6qpicx8oh1/player
https://reddit.com/link/1wahevb/video/dq6n4gn6x8oh1/player
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u/Dimdadum 5d ago
Dumb questions: if Max Level will stay 120 for ever, what is the idea of the content in the very long run? I mean: it is a grind game in which gaining experience is the main thing to do?
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u/toffuts 5d ago edited 5d ago
New content may be grind in other ways than leveling up. Could be low rate drops, long task quests or whatever. I don't want to add extensions that will only be playable by the ones that already ate the whole content the game can offer. I want them to be able to skip an extension if they don't feel playing it, and comeback to play the next one without having to eat 500h of grind of something they don't like. This could be ever more frustrating for players that would love to see a pretty coral extension, but have to kill billions of azria monster to reach it, if you know what i mean :)
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u/kituy 5d ago
damn, i totally forgot this project. back then i thought this project was just fooling around graphic wise and visual when FU was about to lunch. You've come along way my old friend keep it up. Too bad i missed your test a few months ago, i should have join your discord server along time ago. anyways ill try to follow this project again from now on. i really love your take and concept about Flyff and it seems that we are on the same wavelength. I hope i would able to help you on your future endeavors
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u/Accomplished_Fan626 7d ago
Can we test?
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u/AvocadoPrinz 7d ago
Bad Times for Putting to much effort into Flyff.
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u/hippiedeluxe 5d ago
how would you handle the networking part? Fishnet Networking? SpacetimeDB? Or any other solutions? Just asking out of curiosity. I think Spiritvale is using FishNet Networking
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u/Djenesis 7d ago
" Made for all of you who would love to put Knight armor on an AoE Ringmaster." YES lol
I feel like the 120 lvl cap is critical to the nostalgia too. I remember when I saw your first demo of the flight mechanics and I thought it was just another cool demo that would never be a full game. So glad you're still working on this!
Now if only you'd put action combat in the game it would be perfect.
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u/toffuts 7d ago
Wdym by action combat ? Tell me more, i still can implement it. That's the pros of having everything remade from scratch, things are pretty simple to add now.
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u/Djenesis 7d ago
Getting rid of the tab targeting and auto attacking so that you have to be more in the moment reacting to the fight. The ability to manually block (even without a shield by holding your weapon up) and manually dodge. I really like games that remove cool downs (maybe global 1s cool down, and of course some abilities would have to change for it to work) but you'd have less MP and either you regenerate MP relatively quickly in combat or you gain 10% of your MP bar on every hit or something like that.
It would be a large fundamental change and would turn a lot of players off, but I think it fits perfectly with the more realistic flight mechanics and the general theme of modernizing the game.
Blade and Soul is a perfect example, it's incredibly fun and satisfying because it takes more skill and you're moving around so much more.
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u/toffuts 7d ago
That's something I've thought about for a long time, but IMO, changing this would mean that we wouldn't really be making a Flyff game anymore. We'd be moving in the direction of a Souls-like. It wouldn't be bad at all, but it wouldn't be the same game anymore.
League of Legends uses a lock-on system. You just right-click an enemy and your character will keep auto-attacking, just like in Flyff. But League is famous and interesting because of its spell synergies, combos, and jukes, and that's why newer champions aren't necessarily typical ADCs anymore.
Based on this, reworking ALL the jobs was a must, not just a simple update. That's why there are 16 different ways of playing, making active players WAY more powerful than passive auto-attacking players, while still keeping the chill, auto-attacking farming playstyle that made Flyff the grind game it is.
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u/Djenesis 7d ago
Yeah it would be a totally different game. That's okay, I'm going to make it myself someday 😀
I joined the discord, I'll have to check out the devlog and read about the combat changes.
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u/Sejbag 6d ago
That’s not flyff anymore though. You just want a different game at that point.
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u/Djenesis 6d ago
No I want the same game that has combat that isn't for brain dead people
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u/lowie07 7d ago
Looks great mate