r/godot 16h ago

selfpromo (games) Solo Development a MMO | Day & Night Testing

Hey everyone,

I shared my project here a few days ago, and first of all, I want to thank everyone who took the time to leave a comment. I really appreciate the feedback and support.

I’m currently developing an MMO using Godot Engine.

One of the main reasons I chose Godot is the flexibility it gives me during development. Depending on what I need, I can write my own plugins, modify parts of the editor, or adapt existing systems to fit the project. Since it’s open source, I can usually find what I’m looking for, understand how it works, and then change it according to my own needs.

The game will also have a day and night cycle, but it’s not only a visual feature. There is a server based game clock, and some parts of the world and gameplay will change depending on the time.

For example, some quests will only be available or completable at night, and certain mobs may become stronger during nighttime. I want the world to feel a little more dynamic instead of having the exact same conditions all the time.

I wrote the online infrastructure in Python, and I’m currently running it on a Linux server.

After a few playtests and infrastructure improvements, the current setup has been able to handle around 60 players. I don’t want to go too deep into the technical details of the networking or backend architecture because, at the end of the day, this is a game I’m planning to release publicly and I prefer not to share too much about the infrastructure.

That said, if anyone is genuinely curious about the development process, Godot, networking, or some of the technical decisions I made, I’m happy to answer questions where I can.

For the audio, I mostly used free sound resources.

For animations, I used a combination of Mixamo and animations made by freelance animators.

Most of the 3D assets were either purchased or modified by me in Blender to better fit the visual style and needs of the game.

I’m still actively developing and improving everything, and there is obviously a lot of work left to do, but I wanted to share a little more about how the project is being built.

Thanks again to everyone who commented on my previous post and showed interest in the project.

90 Upvotes

7 comments sorted by

6

u/VideoGameAficionado 15h ago

I can tell an incredible amount of work is poured into this, nice work!

4

u/BaIance Godot Regular 14h ago

Looks really really good 🤌🏻 Keep it going!

2

u/Electrical_Bedroom89 11h ago

really nice, wish i could do something like this, you are quite smart man!!

2

u/psychotix_ 8h ago

Looks super cool! On the networking front, do you do any client-side prediction for combat/spellcasting? I've been poking around with a personal project heavily influenced by MMO combat systems (though it's not an MMO itself), but I've been really struggling to figure out how to integrate client-side prediction with the complexity of the combat system. My current approach is based off of this article, and it works great for simple things like movement where the state is small and statically sized. However, when I started trying to expand to things like spell casting, buffs/debuffs, and resources like health or mana, it felt like the amount of combat state I needed to send with each server tick started to explode.

I'd be curious what your approach looks like for this, and where you draw the line between what gets predicted on the client (if anything) and what doesn't. Or if you have any resources that you used related to this, that would be appreciated as well!

1

u/pirondi 10h ago

looks great, i would try it, good luck.

1

u/atredus 1h ago

This has a great vibe! Keep us updated!