Features:

  • Authoritative dedicated server in UE5
  • Persistence server written in C# – sources are provided
  • Depends on a free plugin MMO Kit Code

Number of Blueprints: 91 Blueprints, 38 Widgets

Input: Keyboard, Mouse, partially Gamepad

Network Replicated: Yes

Supported Development Platforms: Windows, Linux, Mac

Documentation: Link

特征:

  • Ue5中的权威专用服务器
  • 提供了用C#编写的持久性服务器-源
  • 取决于一个免费的插件 MMO套件代码

蓝图数量:91个蓝图,38个小部件

输入:键盘,鼠标,部分游戏手柄

网络复制:是

支持的开发平台:Windows、Linux、Mac

文件: 连结










This is a full remaster of MMO Starter Kit that came out back in 2014, at the dawn of UE4.

The project was rewritten from scratch for UE5 in December 2022 for a more modern approach to most systems. The gameplay part is written entirely in Blueprints and relies heavily on Components, Interfaces and Event Dispatchers for architecture. The project depends on a free plugin MMO Kit Code.

Discord server

Documentation

Demo on Steam: steam://install/2090870

(copy paste the link into a new window in browser)

MMO Kit is compatible with EasyDSS, a separate, optional product by a different author. EDSS automatically launches server instances on demand for dungeons and Open World zones, allowing your game to support any number of players.

Key features of the project

  • Gameplay written entirely in Blueprints with Unreal acting as an authoritative server.

  • A C# Persistence Server – it takes on a few roles, such as relaying messages (whispers, shouts) and ensuring persistence (saves/retrieves characters from DB), login, guilds, etc,.. and in the future it will be used for other meta features, e.g. Auction Houses.

  • If you’re not overly familiar with C#, the Persistence Server is structured in a way that you don’t have to worry about its underlying mechanics. All you have to do is write simple scripts on top of a solid foundation. The ones already written are short and expressive, and will serve as an example. A basic C# knowledge is sufficient to extend its functionality. But you also don’t have to touch it at all, as long as you work on gameplay in UE5.

  • Two database systems for you to choose from: MySQL and SQLite, both preconfigured. SQLite works out of the box, no setup is necessary. Switch over to MySQL later in development when database speed starts to matter.

  • Two login systems: one is login/password-based, another Steam-based. Test your game with simple logins/passwords, start using Steam login after you’re ready to deploy a first serious demo.

  • Steam integration and a thorough guide, including the sometimes difficult steps, such as building, deployment and depot management.

Gameplay features

  • Four gameplay control schemes: First Person, Third Person (over the shoulder), WoW-Style, Point-n-Click (NavMesh-based, Diablo-style).

  • Two combat modes: target-based and aim-based. Aim-based automatically works with First Person and Third Person. Target-based works with WoW-style. Mixing them is a possibility.

  • Inventory/Storage system. MMO Kit was made with flexibility in mind. Even though you get a grid based inventory by default, it’s just a special implementation of a Storage class. Inherit from it to create your own inventory depending on your game’s needs. The documentation will explain it in more details.

  • Equipment. The system is simple as of right now, with only three slots: Head, Right Hand and Left Hand. Documentation illustrates how to extend it to any number of slots.

  • Basic Stats Component, extendable. Two example classes – fighter and mage. For a classless system, simply ignore the classes in your game logic.

  • A powerful Ability System that’s easy to understand and expand. Not the UE5’s Ability Component System, while it’s still buggy. MMO Kit may switch to it later on.

  • Mobs with with three reaction types: friendly, neutral and hostile. Basic AI that pursues the player and fights. Mob stats system. Two basic AI behavior trees: roaming and stationary mobs.

  • Basic aggro mechanics: you can pull aggro from other players.

  • Loot in the form of World Containers. Mobs will themselves become lootable in the next updates.

  • Drop items to the ground and pick them back up.

  • World usable objects, e.g. interact with a chest, it gives you an item (or performs any other logic, e.g. teleports you).

  • Player chat (say/whisper/global/guild/officer). Say messages are vicinity-based.

  • Guilds (since 5.2) with ranks, guild & officer chat, invites/kicks/promotes/demotes, etc.

  • Two example species: Human & Mannequin, both species sharing the same skeleton. The human (there’s both male & female) meshes have dozens of morph targets, which will allow the creation of a facial and body character editor in later updates. If you have animations that work well on a Mannequin, they’ll likely work well on the human characters, too. If not, you can make use of the animation IK retargeters, which are provided.

  • Appearance system. Have you ever played WoW and got impressed by the transmog system or the numerous toys that turn your character into other creatures? I have. MMO Kit’s appearance systems will allow you to write logic that will make your characters look any way you want.

  • Assets are loaded asynchronously and on demand, the implication being that your game can have thousands of items or mobs, but only the ones needed will be loaded into memory and there will be no hiccups in a crowded scenario. These assets will be unloaded from memory as soon as they become unnecessary.

  • Persistency Component (since 5.3): attach it to any non-character Actor and it automatically saves it to the DB. Useful for games with crafting to save buildings, etc.

  • Buffs System (since 5.4): a feature-rich system. Use OnBuffApplied & OnBuffEnd for gameplay or cosmetic effects. Use BuffTick with adjustable frequency, e.g. for DoTs. Buffs can sign-up to events, e.g. “do something when character’s HP reaches 20%”. Buffs can give numeric and status effects.

  • DM client (since 5.4): No-aggro, DM invisibility, Immortality, Spawn Monster, Create Item, etc.

  • Party (since 5.5): Party chat, divide XP among members, sync party info between game servers.

And much more to come..! MMO Kit is being actively developed and many features are planned. As more features come out, MMO Kit’s price will gradually increase to reflect the changes.

You can hop on the Discord server and vote on features that you think should be implemented next. Or ask for help if you get stuck.

这是2014年UE4诞生之初推出的MMO入门套件的完整重制版。

该项目于2022年12月为UE5从头开始重写,以便为大多数系统提供更现代的方法。 游戏玩法部分写 完全在蓝图中 并严重依赖组件,接口和事件调度程序进行架构。 该项目依赖于一个免费的插件 MMO套件代码.

不和谐服务器

文件

蒸汽演示:蒸汽://安装/2090870

(复制粘贴链接到浏览器中的新窗口)

MMO套件与 [医]EasyDSS,一个单独的,可选的产品由不同的作者。 EDSS会根据需要自动启动地下城和开放世界区域的服务器实例,允许您的游戏支持任意数量的玩家。

项目的主要特点

  • 游戏玩法完全用蓝图编写,虚幻引擎充当权威服务器。

  • C#持久性服务器-它承担一些角色,例如中继消息(低语,喊叫)和确保持久性(从DB保存/检索字符),登录,公会等。. 在未来,它将用于其他元功能,例如拍卖行。

  • 如果您不太熟悉C#,那么持久性服务器的结构就不必担心其底层机制。 您所要做的就是在坚实的基础上编写简单的脚本。 已经写的那些简短而富有表现力,并将作为一个例子。 基本的C#知识足以扩展其功能。 但你也不必触摸它,只要你在UE5中处理游戏性。

  • 两个数据库系统供您选择:MySQL和SQLite,都是预先配置的. SQLite开箱即用,无需设置。 当数据库速度开始变得重要时,稍后在开发中切换到MySQL。

  • 两种登录系统:一种是基于登录/密码的,另一种是基于Steam的。 用简单的登录/密码测试你的游戏,在你准备好部署第一个严肃的演示后开始使用蒸汽登录。

  • 蒸汽集成和彻底的指导,包括有时困难的步骤,如建设,部署和仓库管理。

游戏功能

  • 四种游戏控制方案:第一人称,第三人称(过肩),WoW风格,点n点击(基于NavMesh,暗黑破坏神风格)。

  • 两种战斗模式:基于目标和基于目标. 基于Aim的自动工作与第一人称和第三人称。 基于目标的工作与哇风格。 混合它们是一种可能性。

  • 存货/贮存 系统。 MMO套件的制作考虑了灵活性。 即使默认情况下您获得了基于网格的库存,但它只是存储类的特殊实现。 从它继承创建您自己的库存取决于您的游戏的需要。 文档将更详细地解释它。

  • 设备. 该系统现在很简单,只有三个插槽:头部,右手和左手。 文档说明了如何将其扩展到任意数量的插槽。

  • 基本 统计组件,可扩展。 两个例子类-战斗机和法师。 对于无类系统,只需忽略游戏逻辑中的类即可。

  • 一个强大的 能力系统 这很容易理解和扩展。 不是UE5的能力组件系统,虽然它仍然有问题。 MMO套件可能会在以后切换到它。

  • 暴民 具有三种反应类型:友好,中立和敌对。 追求玩家和战斗的基本AI。 暴民统计系统。 两个基本的AI行为树:漫游和固定小怪。

  • 基本 aggro力学:你可以从其他玩家拉aggro。

  • 战利品 界容器的形式。 在接下来的更新中,小怪本身就会变得可掠夺。

  • 下降,下降 物品倒在地上,然后把它们捡回来。

  • 世界可用对象,例如与胸部互动,它给你一个项目(或执行任何其他逻辑,例如传送你)。

  • 玩家聊天 (说/耳语/全球/公会/官员)。 说消息是基于附近的。

  • 行会 (从5.2开始)与等级,公会和官员聊天,邀请/踢/促进/降级等。

  • 两个示例物种:人类和人体模型,两个物种共享相同的骨架。 人类(有男性和女性)网格体有几十个变形目标,这将允许在以后的更新中创建一个面部和身体角色编辑器。 如果你的动画在人体模型上效果很好,它们也可能在人类角色上效果很好。 如果没有,您可以使用提供的动画ik重定向器。

  • 外观系统. 你有没有玩过WoW,并对transmog系统或将你的角色变成其他生物的众多玩具印象深刻? 我有。 MMO Kit的外观系统将允许您编写逻辑,使您的角色看起来任何您想要的方式。

  • 资产是异步加载的 根据需要,这意味着你的游戏可以有数千个项目或小怪,但只有那些需要的将被加载到内存中,并且在拥挤的场景中不会出现打嗝。 一旦这些资源变得不必要,它们就会从内存中卸载。

  • 持久性组件 (从5.3开始):将其附加到任何非字符Actor,它会自动将其保存到DB。 有用的游戏与手工艺保存建筑物等.

  • 发烧友系统 (从5.4开始):一个功能丰富的系统。 使用OnBuffApplied和OnBuffEnd的游戏或美容效果。 使用频率可调的缓冲,例如点。 爱好者可以注册事件,例如”当角色的HP达到20%时做一些事情”。 Buff可以给数字和状态效果。

  • DM客户端 (从5.4开始):无格罗,DM隐形,不朽,产卵怪物,创造物品等。

  • 聚会 (从5.5开始):聚会聊天,在成员之间划分XP,在游戏服务器之间同步聚会信息。

还有更多。.! MMO套件正在积极开发中,并计划了许多功能。 随着更多功能的推出,MMO Kit的价格将逐渐增加以反映变化。

您可以跳上Discord服务器,并对您认为接下来应该实现的功能进行投票。 或寻求帮助,如果你被卡住。

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