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hevesli

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  1. Hi everyone First of all, I want to say a huge thank you to the Atavism team. Atavism is an incredibly price-performance friendly ecosystem. To be honest, without it, even dreaming about making a game would be very difficult. I'm so glad you guys exist🧿 I've been thinking that using Unreal Engine instead of Unity would be a much better fit for my project, so I’m planning to wait for the UE5 version of Atavism. I have three questions regarding this and the future of the platform: 1. UE5 Version Licensing Will the licensing for the upcoming UE5 version be more expensive compared to the current Unity version, or will it follow a similar pricing structure? 2. Custom Development System Pricing I've been reading some discussions on the Discord server about the upcoming custom development system. If I understood correctly, it will operate on three different models: * Custom coding for individuals * Public project-integrated coding * Enterprise/Company-specific solutions My question is: Will there be a standard hourly rate for these services (e.g., $50, $60, or $70 per hour), or will the pricing be tailored specifically per system/request? 3. Laptop for UE5 + Atavism To make sure I don't run into performance issues when working with UE5 and Atavism in the future, I am planning to buy a new laptop. I'm eyeing the Acer Nitro V 17 AI Processor: AMD Ryzen 7 260 Memory: 32 GB DDR5 RAM Graphics: NVIDIA GeForce RTX 5060 Storage:512 GB NVMe SSD I am trying to improve my English, so I used translation tools to help me write this. Apologies if there are any weird sentences or mistakes Thanks in advance for the answers 🌄
  2. Thank you for your response. I’m very interested in the Atavism project. When will the new version be released? I'm thinking of purchasing the Full package soon.
  3. Hello Atavism Team, I would like to suggest a new combat system feature that would greatly enhance player experience and modernize action combat in Atavism. Feature Concept: Moving Skills: Most basic attacks and abilities can be used while the character is moving. The animation system should allow upper body skill animations to layer over lower body movement animations, so the character feels responsive and dynamic. Stationary Skills: Some special, high-impact skills or channeling abilities would require the character to remain in place, preserving tactical depth. Flexible Animation Layering: Use an upper-body/lower-body animation layering system (like Avatar Masks in Unity) to allow a smooth transition between movement and skill execution. Server-Side Support: Movement while casting should be validated server-side to maintain authoritative state without breaking network sync. Goal: Create a hybrid combat system that allows fluid, action-oriented combat similar to Aion, where players can move while casting most skills, but certain abilities still require standing in place. This would make combat feel more dynamic and engaging, especially for PvP and large-scale battles. I hope this feature can be considered for a future release or as an optional module for developers using Atavism. Thank you for your time and for considering this suggestion.
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