The Journey of Creating a MMORPG: Progress, Challenges, and Expenses

TLDRFollow Dane's journey of creating his own MMORPG, Neuya, as he shares the progress made in the past year, the challenges faced, and the expenses incurred along the way.

Key insights

🎮Creating an MMORPG requires wearing many hats, from design and coding to marketing and bug fixes.

📅Dane set two important rules to stay on track: no zero days and a devlog every two weeks.

🌟Consistency and progress play a key role in attracting and growing the player base.

🎨Dane used Unity assets and Patreon artists' contributions to jumpstart the development process.

🔨Technical challenges included dealing with perspective, shadows, and compatibility issues.

Q&A

What tools or software did Dane use to create Neuya?

Dane used Unity, ummo RPG 2D asset, Patreon artists' contributions, Universal Render Pipeline (URP), and various plugins to create Neuya.

How did Dane stay motivated and on track?

Dane set the rules of no zero days and a devlog every two weeks to ensure consistent progress and public accountability.

What challenges did Dane face in the development process?

Some challenges included dealing with perspective, shadow compatibility, creating animations, and syncing server data.

How did Dane handle the multiplayer aspect of Neuya?

Dane used ummo and Mirror for the networking code to handle the multiplayer aspect of Neuya.

What have been the expenses involved in creating Neuya?

Expenses include purchasing assets, commissioning artwork, and the time and effort invested in development.

Timestamped Summary

00:00Dane introduces himself and shares his journey of creating Neuya over the past year.

01:27Dane explains how he started with a basic MMO framework and assets from the Unity Asset Store.

02:57Dane discusses how he tackled technical challenges, such as perspective, shadows, and the universal render pipeline.

04:13Dane shares how he implemented an achievement system and NPC dialogue to enhance the player experience.

05:56Dane explains the combat updates, including charged and channeled abilities, and the aggro system.

08:14Dane reveals the decision to start the game in the Underworld and how he created the starting area.

11:15Dane discusses the creation of monster sprites, weapon skills, and the performance improvements made.

12:27Dane talks about the challenges and work involved in updating Unity and ummo, and preparing for the alpha launch.