REALMZ (Unity MMORPG)

REALMZ (Unity MMORPG)

REALMZ is a full blown, out-of-the-box MMORPG environment and editor. It is based on the popular uMMORPG Asset by Vis. REALMZ takes uMMORPG a step further in about every single aspect: Features, Freedom and Technology.

Why am I doing this? This documentation is primarily to backlog my progress on the engine, as well to provide my team members with instructions on how to use the engine. In addition, I receive many questions like “what does this thing do?” or “what have you been working on the past 3 month?”. This documentation serves that purpose as well.

!!! Please note that Realmz is private, it is not available for sale and won’t be shared, even if you ask. !!!

 


  • (DONE/TESTED) MySql Database Conversion
  • (DONE/TESTED) Extendable Customizable Character Attributes (Strength, Intelligence, Dexterity, Vitality, etc.)
  • (DONE/TESTED) All Character Attributes affect base stats like Attack, Critical, Health, Mana etc.
  • (DONE/TESTED) Unlimited and flexible SyncList for most Attributes
  • (DONE) Level Based Spawn Points (minLevel – maxLevel)
  • (DONE) Selectable Spawn Point (“login” at a statue and respawn there after death)
  • (DONE) Iso Camera View
  • (DONE) Safezone (prevents PvP activities while inside)
  • (DONE) Repeated Quests (Daily Quests, Every X Days etc.)
  • (DONE) Player Warehouse (store excess items in an extra inventory)
  • (DONE) Flexible & Gear Modifyable Elemental Resistances (Fire, Cold, Thunder, Poison etc.)
  • (DONE) Players and Monsters Elemental Resistances (decreased damage from that element)
  • (DONE) Players and Monsters Elemental Weakness (increased damage from that element)
  • (DONE) Globally available Buffs and Status Effects
  • (DONE) Flexible Buff System (apply Buffs via item Usage, Weapon attack, Skill etc. to Enemies or Players)
  • (DONE) Remove all Buffs – but not status effects like offender etc.
  • (DONE) INN Script with adjustable price (full recovery, but removes all buffs)
  • (DONE) Add random modifier when dealing damage (both enemies and players)
  • (DONE) Add Damage over Time Buff Effect
  • (DONE) Add Heal over Time Buff Effect
  • (DONE) Treasure,Chests and breakable Objects (chest start in state and are lootable)
  • (DONE) Auto pickup of certain Treasures
  • (DONE) Spawnable Monsters/Treasure
  • (DONE) Level based monsters
  • (DONE) Travelroute System with a List for each player with saved teleporter points
  • (DONE) Monster/Player freezing/slowdown/speedup
  • (DONE) Chat-Text as Speech bubble + quick chat messages
  • (DONE) Add more Modifiers to Buffs and Equipment in General
  • (DONE) Make items be able to remove a buff as well
  • (DONE) Equippable Invenvtory (bags that increase inventory space)
  • (DONE) CACHE calculation of main attributes via changed flag
  • (DONE) Buff Increase GoldDrops
  • (DONE) Buff Increase Exp Gain
  • (DONE) Levelled Buffs (apply skill level)
  • (DONE) Buff Immunity (no bad status effects can be added)
  • (DONE) Buff Unrecoverable (health cannot be regenerated)
  • (DONE) Buff BlockBeneficial (no good status effects can be added)
  • (DONE) Added 2 placeholder attributes and 3 placeholder restistances for later expansion
  • (DONE) All buff effects now cached as well
  • (DONE) Alternative Equipment Slots
  • (DONE) Healing Skills and Buffing others
  • (DONE) Rewrote Item usage code (now works similar to skills)
  • (DONE) usage time for items
  • (DONE) targeting for items
  • (DONE) Party System
  • (DONE) Sharing System (Exp, now also Gold and Coins)
  • (DONE) Add gold storage capacity to warehouse
  • (DONE) Deactivate LogIn Button after click, maybe also character buttons in character selection to solve double LogIn Glitch
  • (DONE) Database: Rename travelroutes into achievements. Because this can easily be modified into a simple achievement system. No need to create another database table for this.
  • (DONE) Guild Experience System (guild gains xp though activities of all guild members)
  • (DONE) Client Notice: Display a text in the middle of the screen like a Notification System. (like level up, or entering a special area)
  • (DONE) block only prevents 50% of damage
  • (DONE) Change namecolor of every player dependend on health
  • (DONE) Blackmarket System (players can sell items here for other players to buy)
  • (DONE) Added basic achievement system
  • (DONE) Added recoil to items and skills (self and target)
  • (DONE) Level System for Items (mostly Weapons and Armor)
  • (DONE) Grindstone system to upgrade weapons and armor via drag-n-drop
  • (DONE) Limit warehouse to certain items only (tradeables)
  • (DONE) Limit auction house to certain items only (sellables / tradeables)
  • (DONE) add a party only chat channel
  • (DONE) Add calculation of sell price for upgraded (grinded/levelled) items
  • (DONE) Add guild warehouse + guild storage capacity
  • (DONE) Craft Recipe that requires minimum Skill Level (just add level and skill name to recipe)
  • (DONE) add a option to skills so they cannot be levelled up via the panel
  • (DONE) add option to set skill as “passive” so it cannot be added to the skillbar
  • (DONE) modify grindstones to “beginswith” so they can be used on item-groups as well
  • (DONE) seperated healing and revive (healing fallen is not possible, revive is)
  • (DONE) debugged INCAPATITATED status, now properly implemented (cant use skills while active)
  • (DONE) Drain Health (heal % of damage dealt to own health)
  • (DONE) Drain Mana (heal % of damage dealt to own mana)
  • (DONE) Cursed (once equipped, you cannot take the item off again)
  • (DONE) Items that can Uncurse are now available
  • (DONE) Items that allow dead players to be revived by others
  • (DONE) Double-handed weapons (blocking out the shield-slot / secondary slot)
  • (DONE) Skills can now optionally require a specific equipmentTypWeapon as CastWeapon
  • (DONE) Harvesting System Depots have complete immunity, but can be targetted with specific Skills, min skill level requirement Depots also grant experience, can even grant gold and coins and skillexperience Depots feature a loot table just like monsters
  • (DONE) corrected animation glichting bug
  • (DONE) corrected black market bug
  • (DONE) added seller name to black market
  • (DONE) change gold in a way that it is just a currency / add new currency table (expandable)
  • (DONE) clients with outdated build versions cannot login anymore (require to update) Dedicated Only!
  • (DONE) added currencies to inventory, added todolist to currencies
  • (DONE) change shops to use a specific currency
  • (DONE) Guild Fame/Guild War System -> guildPoints -> gain points for kills, gain glory for points on daily base
  • (DONE) PVP Shop / Guild Shop (based on glory points)
  • (DONE) Glory points earned via PVP and guild activities
  • (DONE) Monster %-probability attack activation on aggro
  • (DONE) Monster Randomized Skill activation
  • (DONE) Socketed Items System
  • (DONE) remove all damage popups when attacking a resource depot (it looks weird and without it, it is much more realistic)
  • (DONE) Tabbed Character info screen
  • (DONE) Do not show damage prefabs when there is no prefab set (this mostly applies to resource depots)
  • (DONE) Added simple fair loot system (only you or your party can loot the monsters you killed)
  • (DONE) Very simple Master Server / Zone Server Integration
  • (DONE) Very simple manual Server change implementation (world teleport)
  • (DONE) Separated damage into physical and magical (also defense)
  • (DONE) Quests that require the player to talk to a certain NPC
  • (DONE) Refactored large parts of the database and turned most variables into their proper types
  • (DONE) add npc shop where you can buy skills – done in form of items that learn skills
  • (DONE) reflect damage ability
  • (DONE) Item Identification
  • (DONE) Implemented in a very simple manner: Player customizable Look (hair, face, etc.)
  • (DONE) Monster who follow their leader (also required for pets who follow their master)
  • (DONE) Monster with variable attack target (player/ other monster)
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