This is a game template for an MMORPG, featuring an MMO-Server.
The code has evolved beyond its main genre; with every project it has serviced.
Features
- Combat (PvP & PvE) features include:
- Damage handling:
- Damage component with calculations to modify damage based on equipment, status effects, and skill types.
- Damage number widgets with features like changeable colors based on the damage caster, scaling by damage amount, and adjusted visibility based on line of sight.
- Skills and Attacks:
- A range of 50 different skills and magic attacks.
- Includes melee animation skills, traps, Area of Effect (AOE), location targeting, continuous attacks, and projectile attacks.
- Specialized attacks like grapple and hook, attacks launching the caster towards the target, and tornadoes drawing players in.
- Healing skills and attacks inflicting or nullifying status effects.
- Animation and Character Movement:
- Attacks incorporate blended animations, applying to only half of the skeleton while maintaining regular animations (like walking or running) on the other half.
- Player characters feature inverse kinematics for correct foot rotation and placement on various surfaces.
- PvP and Monster AI:
- Players can use these skills against each other in PvP combat.
- Monsters configured to use all player skills.
- Respawn Mechanism:
- Players respawn at the nearest checkpoint upon death.
- Damage handling:
Item and Inventory System Features:
- In-World Item Actors:
- Integration of items as actors within the game world.
- Inventory Interfaces:
- User interfaces for managing inventory and inventory slots.
- Tool Tip Widgets:
- Displays item information and details.
- Looting Functions:
- Mechanisms for players to acquire items from the game world.
- Item Stacking:
- Functionality for stacking similar items in inventory.
- Building and Crafting Support:
- Integration with the building system, including crafting and building items.
- Equipment System:
- System to attach and use weapons or tools.
- Procedurally Generated Item System:
- Automatically generates a database of items with scaling attributes based on set parameters.
- Loot Interaction:
- Players can loot items using the ‘F’ key.
- Tied with a loot system for monster drops.
Experience and Leveling System Features:
- Automatic Experience Gain:
- Characters automatically gain experience from defeating monsters.
- Skill Points Distribution:
- Players receive distributable skill points every time they level up.
- Notifications:
- Players get notifications for experience gain and leveling up.
- User interfaces to support distritution of skill points, unlocking new skills & setting keybindings.
- Action combat skills with toggle-able auto-aim/tab-targetting or free-aiming system.
- The skills also interact with the status system; Applying different status effects to targets.
- All skills can also be used by the AI/monsters.
- Simple chat system to send messages in game.
After defeating the final boss (Dragon), you will learn a skill called Dragon Call. This skill can be used to summon a flying dragon mount.
https://cdn.discordapp.com/attachments/1168909851678744656/1169885022086504459/Unreal_Engine_5_2023.11.03_-_17.20.20.04.mp4?ex=658e6654&is=657bf154&hm=240da582983cf1a73ee4f31af088662e8810f50146c1f7fb3c5817ebf3eb7ac5&
https://cdn.discordapp.com/attachments/1168909851678744656/1169885985543311380/image.png
- Building System Features:
- Utilizes the Hyper Building System from the Unreal Marketplace.
- Network Functionality:
- Correct replication of buildings over the network.
- Integration with Combat:
- Buildings can take damage from players or monsters.
- Destruction Mechanics:
- Buildings will destruct and crumble using Chaos Physics Simulation.
https://cdn.discordapp.com/attachments/1168909851678744656/1181581617987321926/image.png?ex=658acf22&is=65785a22&hm=84ccbf7dfa8032a33e1d38dcf71a59665bc713575f845b37ba89a469b0686eb0&https://cdn.discordapp.com/attachments/1168909851678744656/1181580220747227176/image.png?ex=658acdd5&is=657858d5&hm=19999c34bf900496b0af3c1433820e34d8cbf62fe4815c16de1c9a32ee71049c&
- AI features include:
- Automatically culling (destroying and disabling AI out of player range).
- Mobs wander idle areas.
- Monsters use the same combat components and skills as players.
- Monsters have a variety of skills, selecting randomly after intervals.
- Mobs adjust distance based on skill range requirements (e.g., close range for melee, long range for ranged attacks).
- Monsters possess adjustable attributes:
- Damage
- Defense
- Range
- Movement speed
- Attack speed (cooldown duration)
- Monsters retreat during attack cooldown to avoid counterattacks.
- Monster health scales with the amount of nearby players (scaling difficulty).
- All monster types have a stronger, larger boss version.
- Drop rates:
- Regular monsters: 10% chance for equipment.
- Bosses: 45% chance.
- Bosses cast more powerful skill versions (e.g., chain skill affects all nearby players).
- AI is always responsive, challenging, and well bug-tested.
Status Effects:
- Stunned:
- The player falls to their knees and cannot move or use skills for the duration of the effect.
- Frozen:
- The player’s animations freeze in place, becomes trapped in ice, and cannot move or use skills.
- Burning:
- The player receives damage equal to 1.5% of their maximum health per second for the duration of the effect.
- Poison:
- The player receives 15 damage per second for the duration of the effect.
- Regen:
- The player regenerates a small amount of health each second.
- Chaos:
- While moving, the player’s controls will invert at random intervals for the duration of the effect.
- Esuna:
- Removes all negative status effects from the player.
The generator can take a simple spline shape and turn it into a full map, then populate the map with decorations, harvestable trees/rocks and monster spawners.
The shape can also be automatically generated.
The first map in the game is generated by this component.
The world will automatically cycle between day & night. Monsters will increase in difficulty at night time.