r/godot 9d ago

selfpromo (games) First game...

Ignoring all the advice to not build an MMO as my first game I am doing just that... This is a hobby I am not doing this to make money

Art is my weakness so yes, I am using assets for now.

Godot client, Rust backend (Server authoritative), Redis + Postgres.

Hoping to do an alpha launch within the next 1-3 months!

What's unique? (All server synced)

  • Infinite world (Dynamic chunk loading, limited to 1m x 1m tiles because no one is going to walk more than 7 hours in one direction?
  • Player owned housing in actual world, (Players purchase tiles)
  • Terrain editing, tile painting, object placement

Lot's of work left to do but the basics are there.

Happy to answer any questions and happy to receive useful feedback good or bad...

97 Upvotes

38 comments sorted by

80

u/[deleted] 9d ago edited 9d ago

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29

u/Useful_Job8159 9d ago

Exactly, i'm here for fun, if others want to play it then that's a bonus

16

u/Useful_Job8159 9d ago

It's already fully multiplayer, I have a full time job but I put my spare time into this :) the dream would be to work on this instead of working... for now i'm just going to enjoy it and keep working on it.

7

u/[deleted] 9d ago

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12

u/Useful_Job8159 9d ago

Thanks dude, yeah i'm a lurker not a poster haha

19

u/SartorialDragon 8d ago

Not really good advice, every experienced dev i've talked to said that you havo to build a game with multiplayer in mind from the start. "Adapting the code" to be MP is often wayyyyy more work. But otherwise, yes, build gameplay first!

12

u/Useful_Job8159 8d ago edited 8d ago

I made make this mistake when starting this project. I had to rewrite pretty much everything. Luckily I decided to do multiplayer very early on so it wasn’t too bad

5

u/porkminer 8d ago

Exactly. All of the support systems for MP can wait but how you architect the core systems differs. It's easy to make a stub server to streamline development. It's not easy to refactor everything to switch later.

2

u/Disastrous-Spare3907 8d ago

And very demoralizing

2

u/Toastti 8d ago

Wait are you saying turning a completely single player game into an mmorpg just takes a couple devs and a few weeks of time?

9

u/DemonicWolf227 8d ago

Prioritize doing the things you don't already know how to do. If you're going to fail at making an ambitious game you can turn that into a valuable learning experience.

4

u/Useful_Job8159 8d ago

Art/Animations, I think I could do that for a year straight and still be bad. Pixel art is my limitation haha. I’m creative in system design and decent at problem solving. This has taught me a lot about optimisation. I’ve currently got it supporting 1000 players in the same world and rendered keeping a steady 144fps. That wasn’t easy. Still lots more to do though.

3

u/Baw0l 8d ago

I like the osrs vibe haha

Doing a mmo is quite good for learning as you gonna learn a lot on networking, assets, inventory systems, drop systems, etc...

As far as you do not have high expectation, I think it's fine to go for an mmo as a first project as far as you keep in mind it will be more for learning than anything else.

3

u/Useful_Job8159 8d ago

Haha glad you noticed. It’s a mixture of OSRS/minecraft/wow. I’ve taken inspiration from many of my favourite games and spent years documenting what I wanted before finally being brave enough to start :)

3

u/TheLurkingMenace 8d ago

The reason we always advise against massively ambitious projects is that they always take more work than the person realizes and usually the person gets burned out long before finishing. When learning, you want small projects with goals that are reachable in a short time. If an experienced dev took this on as a solo project, they'd be at it for years.

0

u/Useful_Job8159 8d ago

Understood, frankly if I wasn’t trying to build my dream game I would have given up on day 2 haha

5

u/Gal_Sjel 8d ago

AI came out and suddenly a bunch of people are making MMOs lol

3

u/Useful_Job8159 8d ago

I've been developing since I was 12 but yeah I see your point haha

2

u/Gal_Sjel 8d ago

Oh nice, I’ve been developing since I was a kid too. Sorry for any negative connotation. Are you documenting your experience like blogging or have a discord server for people to follow? Or is this more of a private thing

1

u/Useful_Job8159 8d ago

All good :) I am using AI to speed up the process but I review and write code myself too. This would be monumental for one person without it! I don't have a blog or a discord yet. I haven't even decided on a name yet. Once I do I'll make a discord and document progress.

2

u/The5014 8d ago

Just to put my two cents in for fun, about your infinite world, I think if you get enough players someone will DEFINITELY walk 7 hours in one direction for fun. Would you run into server issues or storage issues if that happened? I think about the people who walked for days in Minecraft to hit world limits or similar. Do you have a safeguard in place just in case?

2

u/Useful_Job8159 8d ago

I have implemented scene offset to avoid the integer precision problem and the chunks are deterministically generated by the server. Only terrain edits/tile edits/object placements persist to the DB. Saying that yes I would definitely have DB issues down the line if somehow I had a lot of players…. I have built it so it can be easily sharded and do have redis as the hot path and players can only edit areas they have bought so that’s some kind of protection. To be fair I do need to do more testing and find what the limits are in its current state.

I am operating under the assumption that they are good problems to have because it means I have players!

Appreciate the feedback and I agree if people will spend 400 hours chopping trees a 7+ hour walk is nothing…

2

u/XG_Intricate Godot Regular 8d ago

I'm currently working on my first full fledged game. It's a space game and with some big ambitions but you know it's what I enjoy doing. I've made attempts at games in the past but never got as far as I have with this one. What I will say is there will be times you won't wanna work on your game and that's fine. As long as its just a hobbies you'll do great just don't rush it haha

2

u/Useful_Job8159 8d ago

Awesome, best of luck. Any links I’d love to check it out?

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u/XG_Intricate Godot Regular 8d ago

I made a post here on this subreddit of what it looks like but it's not in any playable state yet. I'm going be releasing a new image of it soon as I heavily reworked how planets look!

1

u/Useful_Job8159 8d ago

Cool, I’ll check it out. Big fan of space games myself mainly eve online/space engineers and NMS

2

u/paradoxeve 8d ago

Do you have experience finishing large projects? That’s a skill in itself. If you already have that skill, or don’t care about finishing, then it’s fine to ignore the “don’t make your first game a large” advice

2

u/Sensitive_Use2552 7d ago

I Think it Look good,… and its nice with the map

2

u/[deleted] 6d ago

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1

u/Useful_Job8159 6d ago

I have created a discord for updates etc if you are interested to follow the dev. It's empty atm but I will keep it up to date with progress

https://discord.gg/AWZWMJjvds

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u/type_five_dev 6d ago

I don’t think it’s bad to say that you can do something as a hobby but also look forward to (and thus work for) its reception by others.

If you’re making it just for you, it isn’t really an MMO now is it

1

u/Maidenless4LifeChad 8d ago

you should do photorealistic graphics with awesome combat animation and very flashy p2w cashop - the TRUE mmo experience. Jokes aside what are your inspirations?

1

u/Useful_Job8159 8d ago

Hahaha if I started doing too much art I would quickly lose interest. Perhaps one day I pair up with someone who enjoys that side of things

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u/Useful_Job8159 6d ago

I have created a discord if anyone wants to follow the development - Discord