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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. On 3/28/2026 at 7:25 PM, hevesli said:

    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. 

    It was planned to be a few weeks ago, but one of the clients contacted us with some issues, and we wanted to fix them and include fixes in the newest version as well, so we put it on hold for a while, but now we are coming back to bundle packages and make the release. We are aiming to make it this week.

  2. On 3/20/2026 at 1:35 PM, hevesli said:

    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.

    This is already possible using Unity's built-in animation controller, avatar, and layer system for animations.

    On 3/20/2026 at 1:35 PM, hevesli said:

    Stationary Skills: Some special, high-impact skills or channeling abilities would require the character to remain in place, preserving tactical depth.

    This is already in place. You can define if the character shouldn't move during casting ability, and on the client side, you can define coord lock move effect to prevent it from moving for tor the casting duration. We are using it widely for various elements, like harvesting, so the player wouldn't move and cancel harvesting.

    On 3/20/2026 at 1:35 PM, hevesli said:

    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.

    As in point 1, it all depends on how you configure your animation and prioritize layers. We used this approach in our game.

    On 3/20/2026 at 1:35 PM, hevesli said:

    Server-Side Support: Movement while casting should be validated server-side to maintain authoritative state without breaking network sync.

    It is validated server-side, and the server checks if the client has moved.

  3. On 3/13/2026 at 3:46 PM, injerto said:

    Hello, it's been over 3 years since I paused my reserach on game development, but I'm planning to get back to it this year, and I recalled this conversation from 2022.

    I'm curious on what's the state of this topic after all this time. Did you guys continue developing it? Could you point me to the right documentation or other ways to the right direction?


    Thanks!

    Welcome back.

    We have implemented the elements that I mentioned 

    On 9/8/2022 at 10:26 PM, Martin (Dragonsan) said:

    We are working on the much better and more sophisticated AI that will be part of the Atavism X.7, where you will be able to define behaviors with more conditions, like if number of friendly targets will be <> than the value or number of enemies will be <> than the value, etc. as well as within behaviors you will have fleeing, melee, ranged offensive, ranged defensive, defend and heal behaviors, and each behavior will have its own settings, and mob will be able to switch between these behaviors based on conditions. Like, if health is more than 90%, and there are fewer enemies than 3, then mob will use melee behavior, and if more players will come, like more enemies for the mob, then the mob can start using more powerful melee abilities, or use ranged ones and start fleeing and summoning other mobs during the road.

    https://unity.wiki.atavismonline.com/project/atavism-x-7/

  4. 16 hours ago, Trenal said:

    I am assuming it is, since there has been no post since 2025, and you cannot purchase anything online anymore

    Atavism is far from being dead :)

    We are answering all questions here, but most of our community uses Discord, and the last post is from this Friday.

    Our products are on Unity Asset Store, Unreal FAB, as well as on our website. We also released Ataivsm X.12.1 in Q3 2025, and we are during tests for the X.13 version with new PvP systems.

    Are you sure that you are talking about Atavism and our company?

  5. Yes, the project is extremely complex, but here you can find its progress.
    https://atavismonline.com/atavism/atavism-for-unreal-project

    We want to make it as perfect as possible and not release any unfinished features. We are also upgrading it to the newest Atavism X.12 that should be released on Unity soon as well.

    For us, it's not only 1,5 years but much more time and money. Believe me, it will be worth waiting. Also, keep in mind that we are not doing any crowdfunding campaign, and except for the Epic Mega Grant that we received at the beginning, we are financing this by ourselves.

    To resume, the development sped up, and as you can see on the progress page, we are at the last milestone.

  6. Yes, it will work, but it requires coding to modify the controller and camera mostly.
    There were some guys that shared their results. He made these modifications within a few days. So, it's definitely possible, but it would require some coding knowledge.

     

     

  7. 18 hours ago, DominicByte8 said:

    Good evening,

    We are very interested in Atavismus Online. We are planning to develop our next game with Unreal Engine 5 (UE5) and would like to know what the current development status of UE5 support is for Atavismus Online.

    We would be very pleased to receive your feedback.

    Yours sincerely

    Hello. The Atavism for Unreal version is in progress but we don't want to provide any ETA before the project will be ready or nearly ready. We will be providing more information about the progress, but the exact date will be released when the project will be ready.

  8. Hello. Have you followed the main instructions on setting up the server, client, and editor https://unity.wiki.atavismonline.com/project/how-to-start-with-atavism/?

    Live help is available but not 24x7. You can join our discord at https://discordapp.com/invite/z95htJA

    We read this forum daily, but not on weekends, so we can continue here, or switch to Discord or mail, whichever you prefer more. Don't worry, we will help you set everything up so you can start your development.

  9. On 6/9/2024 at 11:19 PM, Doqqs said:

    Hello, I did't purchase a license, the first thing I want to learn is Atavism and Metin2, Knight Online etc. Can I make mobile games? I don't know the c# c++. I am familiar with the Unity interface as a beginner.

    Hi, yes, you can make a mobile game using Atavism. We have a mobile package for Atavism which has a bit adjusted controller, added support for joystick, and slightly modified UI. Here you can check a mobile game made based on Atavism https://atavismonline.com/made-with-atavism/93-the-cursed-land

    https://www.thecursedland.com/

     

    On 6/9/2024 at 11:19 PM, Doqqs said:

    I think there were Metin2 files before. Are there packages?

    We never provided any game files like Metin as we do not have IP rights to such games.

    On 6/9/2024 at 11:19 PM, Doqqs said:

    Are there packages? In the "Atavism X On-Premises Standard" package, Allows "1000 Concurrent Users", what exactly does this mean? (Don't mind my bad English 😁)

    it means that the license can handle up to 1000 concurrently connected players to your server. You can extend this by another 1000 by stacking another license on top.

  10. I understand, but until the product is not ready, we won't provide any ETA. You can see how even big companies that are producing AAA games like CD Projekt RED or Blizzard, delayed their products due to issues they had, so you can try to predict something, and add time, but it can always be not enough. In this case, I won't give any potential false hope, unless it will be ready or nearly ready, like the last 5%.

    Even though I know it's not sufficient, all I can say is that it's in progress and going forward.

  11. 1 hour ago, Nostreferatus said:

    5 year later still nothing?

    Everything is coding developed  on house computer

    It's going forward nicely, but I don't want to share anything that is not polished enough, or in development state. I hope that we will have some elements to share 

    1 hour ago, Nostreferatus said:

    Are you making game with unity money license?

    I'm not sure what you mean, currently, our game is on hold due to the amount of work on Atavism.

    1 hour ago, Nostreferatus said:

    (covid?) that strange every school during covid has been made online.

    It wasn't about coding remotely. When we hired a company, and devs started to catch covid, some couldn't work. Dev also has family that he/she has to take care of in various situations.

    1 hour ago, Nostreferatus said:

    Sorry for that but am a paying member who waiting to start on Unreal or other engine!

    Do I need to stop paying or what.

    It's your choice. We are not promising any timeline related to Unreal, but we are working on it, and I hope we will be starting sharing things one after another soon. Things in Atavism, like in any MMO game, are connected to each other, we have many elements ready like items, and combat, but not mobs, so they are just cubes. We don't want to share something that even is functional but not fully appealing.

  12. It's really hard to say if something is simple or not as it heavily depends on your skills. There are many developers who are implementing changes and new features into Atavism, but it's really hard to answer your question precisely.

  13. Change server log level to debug. To do so go to the worlld.properties configuration file, and change it there to 1, default value is 4.

    ###
    ### The default log level of the server.
    ###
    ### AO-Level     log4j Level
    ###   0           TRACE
    ###   1           DEBUG
    ###   2           INFO
    ###   3           WARN
    ###   4           ERROR
    ###
    atavism.log_level=4

    So, set it to 1, restart the server, then reproduce the issue, craft something, pack all logs from the atavism_server/log/world directory, and send them to support@atavismonline.com with this forum post link.

    Also, after you modified your recipes, are you sure that you restarted your server?

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