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Can one person actually build an MMORPG? I've been developing Atherion entirely on my own. Multiplayer, combat, quests, dungeons, classes, day/night cycle, PvP and an entire world that keeps getting bigger. Still a long way to go. But it's real, it's playable, and I'm not stopping. #indiedev #gamedev
11,822 просмотров • 21 дней назад •via X (Twitter)
Комментарии: 37

been following your steady and consistent progress for a while and it's very impressive. Good luck my friend!

Thank you so much! I’d love to see you there when the game is released too.

How’s multiplayer holding up on godot?

It's going really well the combination of Python and GDScript hasn't caused any issues so far. Zone tests with 60 players have been conducted.

Good to hear. I’ll be following along, thanks for sharing and good luck!

I hate to say this. But wouldn’t your time be better spent on actually building the game vs self promoting now?

How can I build an MMO community? I’m working really hard on the game while also trying to build a community around it at the same time. Thank you!

Could you even explain how do you work? What is your workflow? It looks amazing!

Make it happen! And have fun doing it!

Thank you Zeffin!!

Will this be a game where classes have slow attacks, or one focused on fast attacks, like a bow with fast attack speed, where the more gear you get, the more attack speed you hav?

Yes, stats and items can change all of your character’s attributes, and every item has its own unique stats.

Unfortunately you could but bout time you launch it may not be able to play on machines as they’d be far more advanced. Now I’m think a big mmo along the lines of WoW

name is so generic it hurts, BUT for one person this looks incredible! keep at it! My two cents: Not only is the name generic, the game looks a copy paste generic mmorpg... Lets say you'd publish this - what makes me want to play it?

Thanks for the honest feedback. Let me ask you this then: what would make an MMORPG like this stand out enough for you to actually want to play it? Is it the combat, progression, world design, class system, PvP, social systems, art direction, or something completely different? I'm genuinely curious what you feel is missing right now.

I honestly thought about it some more and I can’t answer that question properly. It’s a design question and it’s a passion question and it influences the identity of the game so much. Which is why it’s up to you to decide - what would you do differently in MMOs?

I’d move away from the usual loop of accepting a quest, killing mobs, getting loot, leveling up, and fighting again. Instead, I’d try to pull the player into the world itself and make those systems feel necessary rather than optional or repetitive. I’d connect everything to the story, so the player understands why they need to do something in the first place, rather than doing it just because a quest tells them to.

That by itself would be a HUGE feature. An MMO where quests are not boring kill quests are one of the core features that makes RuneScape stand out, for example. We could use more of these, that sounds incredible.

I feel like most new MMOs are built around the same loop: go fight, get an item drop, become stronger, and use that power in PvP. What I want is to make the player ask different questions: Why am I killing this creature? Why did this specific item drop from it? What does this item mean in the world? How is my character actually progressing beyond just bigger numbers? I want progression to feel connected to the world, the story, and the character rather than being just another grind loop.

that sounds great - but that surfaces a new question: "How?" What systems would you put in place to make this a part of your game but not lose the essence of playing an MMO and not a single player. GOOD LUCK Creating an MMO is not just about Models, animations and code.

Good job on that

Thank you so much!

in 2026 yes you absolutely can do it the question is will people play it with all the competition depends on your ideas and creativity is likely the only real limitation besides asset clean up.

The important thing isn't just gathering assets and making a game, but actually keeping players engaged with a story or content!

Conviertelo en single player. Crea un lore, una historia que enganche, misiones chulas, personajes con skills interesantes y olvidate de la parte multi. Tendras una comunidad interesante sin hacer nada.

They all exist and are online!

what? xd

I have missions, stories, and 3 different character classes. I did what they said, but it's not single player

Looks a lot like AI slop, unfortunately.

What % of the game is AI?

When writing code, I only assign the manual entries to it. Infrastructure controls and architectural designs are my responsibility.

Looks pretty dang. Good for one person on the job. What languages are you using?

a few of the damn languages

Got mad respect for coders, that crap's like the Matrix or Greek

Thank you very much. Actually, the problem isn't writing the code, but drawing and memorizing the entire architecture, knowing what to write

How many players can it handle in one zone currently? Looks like a really interesting project. Dont give up

Right now, a single zone is handling around 60 to 120 players. This is the same single zone I used during my first playtests.
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