Why Atavism Online ?

The most advanced MMORPG platform ever

Scalability

Multi tenant software architecture, including dedicated proxy server and separated plugins along with relational database allows you to scale your environment to your needs

Modular design

Atavism from the start was designed to use it in modular way. It means that You can choose what You want to use

Creativity in your hands

Server source code for plugins called AGIS is opened for you. It allows you to be as much creative as you want by designing your own modules and plugins and it's limited only to your imagination and inventions

Royalty Free

No royalty, buy software once and use it endlessly

How to start

Just a few steps to start your journey with Atavism

ATAVISM ONLINE LICENSES

Choose the license which suits You best

Atavism 2018 On-Premises Standard

$499

  • Allows 20 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server source code (AGIS)
  • 180 days of free updates

Atavism 2018 On-Premises Advanced

$999

  • Allows 500 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server source code (AGIS)
  • 180 days of free updates

Atavism 2018 On-Premises Professional

$4999

  • Allows 3000 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server source code (AGIS)
  • 180 days of free updates

Atavism 2018 On-Premises Ultra

$9999

  • Allows Unlimited Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server source code (AGIS)
  • 180 days of free updates

ATAVISM FEATURES OVERVIEW

Customizable and extendable

Data Base Plugin

Data Base Plugin

Setup your database information and be able to link directly to it through the editor which allows you to do changes instantly to things pertaining to your MMO game.

Server authoritative

Server authoritative

Reduce bandwidth some actions are checked on the client first and if they will be allowed by the client-server is double checking them. It also reduces bandwidth.

NPCs and Mobs

NPCs and Mobs

Allows you to define not only different models, but different attributes like damage, abilities which will they will use and cases when like when health will reach some level use Ability 1, when it will drop below even lower level and use different Ability 2, etc., you can adjust all attributes which are present in the Stats, so sky is the limit.

Quest system

Quest system

Customize and adjust Quests to your needs, you can set requirements like player level or another quest as a prerequired, you can set multiple guaranteed rewards as items, currency, experience, but you can also set optional reward where a player will be able to pick one of the rewards. As quest objectives you can set killing mobs, mob group, getting an item or task where for example a player would have to scout some area or areas on your map.

Skills Plugin

Skills Plugin

The player can have multiple skills combat and non-combat as well for gathering resources and craft items. Skills can be leveled and based on the level you can increase damage taken by abilities, or you can allow to craft or gather more powerful items and resources. Also, they can depend on each other, for example, to learn Meteor Shower your player would have to Improve his pyromancy skill to level 5 for example.

Coord Effects Plugin

Coord Effects Plugin

This element allows you to configure VFX and SFX representation for combat, like particles, play animations, instantiate objects when you are casting fireball then it should move from your casters hand towards your enemy etc.

Crafting system

Crafting system

Design Your crafting recipes up to 16 ingredients. You can also setup crafting skill required for specific recipe along with crafting table. There is also an option to define different chance for different result like 100% chances for common sword, 50% chances for magic sword, 5% chances for rare sword, and 0,1% chances for a legendary sword.

Game Settings Plugin

Game Settings Plugin

Allows you to setup Atavism server to your needs (there are over 70 parameters which you can modify like size of group, auto pickup resources and more).

Build Objects system

Build Objects system

Powerful element where you can define buildings with stages, where at the end (last stage) some effect will start to work on that building, like you can build bank building, starting from foundation and when you will reach the last stage of it you will be able to store items in it (like extra bag).

Graveyard system

Graveyard system

You can spawn/respawn your players where they will bind like to obelisk or shrine, or use graveyard system, put graveyard objects in your scene and respawn your players in the nearest one.

Interactive objects

Interactive objects

The powerful element which allows you to define objects like doors to be open or close (synchronized), teleport entrance, apply an effect like buff or debuff, start a quest or complete task (quest objective).

Regions

Regions

Similar to Interactive Objects but works based on client collision, so enter the region and teleport your player to a different instance, apply an effect, dismount, and more.

Grouping

Grouping

You can set the number of group members, you can invite, promote and kick. Also, some instances can be set as group dungeon to allow only groups to enter, also an experience which you are getting for defeating mobs in the group is higher, but divided by group members.

Mounts

Mounts

Saddle your horse or dragon and travel through the world. Set additional effect while mounted.

Remote authenticator

Remote authenticator

Instead of using users base from Atavism database you can use additional PHP script which will authenticate your users directly from your website base like Wordpress, Joomla or any other custom solution. It's a part of Atavism Live Demo, where users are from Atavism Forum directly. You don't have to modify any script or logic in atavism it's out of the box.

Instances

Instances

Create and setup new instances in your game which can be anything from Dungeons you want players to explore or even a different world in one MMO. You can also define a private player instance, so it would be accessible only for the owner with same rule applies for guilds to fight for the glory of the guild.

Chat with channels

Chat with channels

 Dedicated chat solution with Global, Combat, Events, Guild and Group channels but not only limited to that, you can speak instance wide, or worldwide and you can send whispers, group and guild invitations and much more. It allows you to use admin commands for getting items, change instance, teleport, send server announcements and even fly, the full list can be found here. You can also link items and abilities on chat.

Looting system

Looting system

Define loot items and attach them to the particular mob, automatically quest items won't be dropped for the player which doesn't have the quest for them. You can set chance and set multiple loot tables for one mob with a different chance for each and with a different chance for each item inside each loot table.

 Dialogue system

Dialogue system

Create different dialogues for your NPC's. You can also use this system to allow multiple outcomes in the storyline depending on what a player chooses while speaking to a NPC or even allow access to certain quests only if a player asks a NPC certain questions.

 Abilities Plugin

Abilities Plugin

They are responsible for conditions like who is the target, what attributes will be taken into account to calculate the output like friendly effect has 100% success rate, applying slow can have 50%, but damage physical or magical will be based on caster/target physical/magical damage/resistance parameters. You can define which skill can be leveled if you will use that ability, is it passive, what is the cost, it can be mana, health, like sacrifice health to refresh mana or use a new stat called stamina. You can also use reagent so your ability can check if you have some item in your backpack, like in order to use some Meteor Shower maybe you will need some fire potion or scroll, should it be consumed or not. You can also define who can be the target like single target (enemy, self, friendly but not self, friendly) or group AoE enemy, AoE friendly (for example for health or buff abilities.

Stats system

Stats system

Very powerful system which allows you to adjust and define your own attributes like Strength, Health, Mana, Defense, but there is no limit for the stats, you can have as many as you want, and you can set them as a resistance, damage, vitality to be added or reduced over time like when you are swimming you would reduce your breath and after it will reach minimum value take a damage, all within graphics interface, all predefined attributes can be found here.

Arena Plugin

Arena Plugin

Define PvP arenas, One vs One or Group vs Group, assign players to the queue and join their path of blood and combat. Define victory conditions (number of kills), time limit, time frame and required player levels to enter the battlefield.

Merchant Tables Plugin

Merchant Tables Plugin

Define your NPC merchants their stock and refresh time.

Damage Plugin

Damage Plugin

Define different types of damage and their resistances.

Resource Nodes

Resource Nodes

Gather resources, play animations and sound, set chance for drops and when you exhausted them they will be removed by the server. You can require pickaxe or hatched in your players hands to gather or cut the tree, or particular skill level like woodcutting skill 100 to cut bigger tree.

Integrations

Integrations

Allows you to easily implement 3rd party packages like World Streamer, i2Localization, Master Audio AAA, World API, Enviro Sky & Weather and Postprocessing Stack 2.

Guild system

Guild system

Allows you to create a guild, invite guild members, promote, demote them, set permissions and use guild chat as well as new guild private instance where guild members can enter their own "world" and do some special guild quests or build their housing.

Level XP system

Level XP system

Define how much experience your player will have to get to be promoted to next level.

Game settings

Game settings

Over 70 global parameters ready to adjust, like a number of bags for the player, world time speed, related to combat, world, inventory, faction, aggro, resources, crafting, skills and more.

Pets

Pets

Summon combat or non-combat pets, set its behavior like aggressive, defensive, passive, follow the master, attack, etc. You can summon them by using item or ability.

User account management

User account management

Set admin privileges or ban a user for bad behavior, this module was made for such tasks.

Factions

Factions

This system allows you to set relations between races or even classes, for example, Humans can be friendly vs Elves, natural vs Dwarves but enemies vs Orcs or Devils.

Items system

Items system

You can have weapons, armors, consumables, bags, items can have requirements like player level or stat, a two-handed sword can require some value of strength, or powerful bow higher dexterity etc..Items can start quests, can be equipped, can change your auto attack, like the default for your character can be like using fists only but when you equip a bow you will start shooting arrows towards your enemies. They can give you currency like a bag of gold, you can randomly create item(s) like an open bag of goods to get randomly generated items.

Effects Plugin

Effects Plugin

After checks in Abilities, actual effect applies, like damage, what type of damage, fire, crash, pierce, etc. all is configurable. You can pick one of 20 effects like Damage, Restore, Revive, Stat, Stun, Sleep, Immune, Morph, Dispel, Teleport, Mount, Build Object, Teach Ability, Teach Skill, Task, Threat, Create Item, Create Item from List(Loot), Spawn, Set Respawn Location. Each has its own configuration and you can adjust it to your needs, for example, damage can be Physical or Magical, instant or over time with pulses or flat damage, can take damage like health but can reduce other "vitality" statistics like mana, for example for mana drain effects. You can adjust bonus effects, like if the caster has some buff on him then, in addition, apply some effect on the target. Or if the player has some divine power buff then his health will be stronger etc.

Player Character Plugin

Player Character Plugin

Setup what races, stats and classes you want your players to start with as well as where you want them to spawn and how you want starter characters to look like.

Option Choices

Option Choices

dictionary manager which allows you to add new weapon types, races, classes and more.

Currencies

Currencies

Allows you to define the whole kind of currencies for your players where they can be also automatically converted by changing for example 100 copper into 1 silver as a most common solution, but all is adjustable. It also gives you an ability to define one premium currency which is account wide.

Trading system

Trading system

Trade with other players, you can exchange items and currencies, but you can also use trade system with NPC where you can purchase defined by game designer items.

Race system

Race system

Allows you to define not only race but its special attribute values, like Humans can be most balanced while Orcs or Giants can have more strength and less intelligence. They can have different starting and respawning locations.

Class system

Class system

Define new classes and you can even set some classes special for the race like Orcs could never be good Archers or Rouges.

Mailing system

Mailing system

You can send mails with items and currencies to other players, but also you can receive administrator mails with for example purchased items from the store.

Dynamic quadtree

Dynamic quadtree

Allows you to define how far your player will see another Mobs/NPCs/Players, the quad will be automatically adjusted and divided in depth if too many objects are in one quad, to improve your clients performance.

Inventory system

Inventory system

Built-in backpack system with character inventory system: weapons (main hand, off hand, two hands, armors (gloves, boots, helmet, chest, pants, shoulders) jewelry (necklace, earrings, rings) and ammunition for bows or pistols. You can stack items, define amount of bags, their slots, and more.

Day & Night & Weather

Day & Night & Weather

Thanks to our partner Hendrik Haupt (author of Enviro Sky & Weather), Atavism has dedicated out of the box Enviro for Atavism Limited Edition (includes all Enviro features except Volumetric clouds and Volumetric lights). This system uses Adams Goodrich free WAPI integration, so you can use CTS or any terrain shader, or even Global Snow from Kronnect to cover your terrain and objects with snow, start falling snow from the sky and all synchronized between clients. You can define weather profiles and set month for which the server applies them. You can define the priority for each, so snow can be preferred 10 times more than the sunny profile. You can set how fast the server time will move, and much more.

Unity Client

Develop with ease

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Unity is a popular game engine “with 400 thousand monthly active developers and nearly 2 million registered developers” offering vast resources and libraries. Unity would make for a perfect MMOG front end, except there has been no true MMOG or MMORPG platform until now. Atavism follows in the successful steps of Unity, and all the while to remain in the background letting Unity get the credit. As much as possible, all MMO development is to be done with Unity; allowing developers to focus on Unity and not worry about learning or dealing with servers and networking programming.
What can be done with Unity should be possible to support with Atavism. The difficulty in the matter is identifying the values that need to be managed and saved with Atavism. Once those are identified, plugging them into Atavism is a much easier process. In some cases, the packages may have already been supported as an Add-On by NeoJac or by a Unity Developer; helping to save time and effort.

Atavism Online Overview

Best for MMORPG

Conceptually, there are two levels of architecture: the master server which can control accounts and world server details for multiple worlds, and individual game worlds.

NETWORK ARCHITECTURE

The objects are Client: A game created in Unity 3d that includes the Atavism System files. Master Server: the centralized server that functions as a sort of dual DNS and LDAP server. Maintains all end-user account information and references to all worlds. The client uses it to find the desired world and connect to it. Master Database: the database containing all users' login ID information, including billing and age data. Accessible only by the master server. World Server: a server that runs the world for a game. Has multiple plugins that allow features such as mobs, combat, inventory and more. World Database: stores the state of persistent objects in a world such as player characters. Content Database: stores content data for a game such as the mob templates, item templates, quests etc.

LOGIN PROCESS

A user logs in to the Master Server and connects to a world server as follows: A user with the client logs into the master server using his username and password. The master server consults the Master database that contains billing and age data for all users. After authentication, the master server returns a unique session ID token to the client. The session ID may have a certain authorization level, based on the user's age or other criteria. The user (client) then requests a particular world from the master server. If the client is authorized to connect to the requested world (based on the authorization level of the session ID), the master server returns a token that enables the client to connect to the desired world server.

WORLD ARCHITECTURE

Once a user is logged in to the Master Server, he can enter any world for which he is authorized. Each gameworld runs on a suite of world servers.

The world-specific servers consist of Proxy Plug-in: handles communication between the client and all other services. Also handles login and character creation for a world. World Manager Plug-in: controls a world's geography and what PCs and mobs are able to see. Login Plug-in: character selection and creation Message Domain Server: facilitates messaging among server processes. Object Manager Plug-in: saves and retrieves permanent object data to and from the world database server. Communicates with the database using JDBC. World Database: contains all of the world's persistent information. By default, this is a MySQL database, but can be any JDBC-compliant database. Other server plug-ins: handle gameplay and other world features. Each plug-in server can run independently on one or more physical servers and can include: Mob server: controls mobs and NPCs. Combat server: controls combat functions Inventory/trading server plug-in: controls objects and secure trading. Other custom plug-ins You, the independent game developer, control and operate all the above servers. They can run on separate hardware platforms, if desired, for improved performance.

With the login token returned by the master server in step 4, the client logs into the world's login server. Login server returns to the client a reference to the world proxy server. Henceforth, the client interacts with the world via the proxy server. Client loads world-specific meshes, materials, user interfaces, etc. from the assets. The plug-in servers communicate using the Atavism Messaging System, a sophisticated publish/subscribe messaging system that enables loosely-coupled, reliable, communication among disparate services, regardless of their physical location. The Atavism Messaging System enables seamless handoff across physical servers, minimizing lag, zoning problems, and other network issues. Clients communicate with Atavism Proxy Servers using TCP or Reliable Data Protocol (RFC-908 and RFC-1151), an efficient yet highly-reliable network protocol. Game world geography

INSTANCES

The world geography is broken up into one or more instances. An instance has a single contiguous geography (called a zone) defined by a single scene. There is no visibility between instances. Moving between instances requires a loading screen.

REGIONS

Zones are dynamically partitioned by a quad-tree. The topmost level of the quad-tree represents the entire zone, which is then divided into 4 equal sized regions by the quad-tree. The four new regions cumulatively cover the entire space of its parent node. As leaf-nodes (nodes that have no children) become populated by objects and users, the server will further subdivide regions using the same algorithm. All objects are placed into the quad-tree to make it easier to find out what is near an object. This allows the server to consider only a subset of all objects it knows about when performing distance checks. For example, when a user moves around and comes close to an object, the server tells the client about the new object. Using the quad-tree nodes, the server compares the client's distance only with objects within the user's current quad-tree node and perhaps adjacent ones. Although the quad-tree optimizes server performance, it doesn't solve the overall scaling issue. At some point, the server can have more objects and users than it can handle. The server needs to off-load processing of a portion of its users to another server. To do this, the server chooses a node in its quad-tree and moves that whole branch off to another server. All objects and users are serialized and sent over to the new server. When a client moves into the transferred region, the server will hand-off the client to the new server. The parent server still runs all adjacent regions. The parent server will remain in communication with the sub-server and if the subregion becomes unpopulated, can trigger a re-integration. When a client is near an edge which is run by two different servers, it will get information about both regions from the parent server.

MULTIPLE INSTANCES/ZONES

When do you need a new instance (as opposed to a quad-tree region)? When you cannot fit your content into an existing instance, you need to create a new instance. This may happen in the following scenarios: your world is extremely big or the new area does not occupy the same space, as is with instanced dungeons, or if you enter a house that is bigger than its physical structure. Instances are also used to partition large player populations or create private spaces. When a PC moves from one area to another, it is called instancing or zoning. The client will switch to a loading screen while it's loading the new zone. Game developers have to keep this in mind when designing gameplay. The client does not see or know about zones other than the one it is occupying.

WORLD NODES

World Nodes are the physical manifestation of a concept, for example, a boat that can contain things that are located and move relative to the boat.

Atavism Online Server Architecture

Best Solid scalable solution

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Atavism Online is a cluster of server processes designed to operate within a platform or cloud environment.     
      
Atavism provides a true full fledged massive virtual world for Unity. And that is meant by providing a huge world with load balancing able to support thousands of users. Not as how others are done by clustering multiplayer environments together with a common lobby. Additionally, Atavism is designed to minimize the amount of coding required in developing a MMOG or a MMORPG with Unity. Working with Atavism is by using a GUI within Unity, thus Unity is the tool used for world creation. Atavism can also be customized by modifying the plug-in scripts, which would require some programming experience. For those wanting to add in additional or unique features, Atavism can be modified at the source code, but is recommended that the developer have Intermediate to Advanced experience with programming.

Atavism can support one or multiple world servers which act as zones in traditional MMORPG engines. Each world server can cover approximately the size of the United States at a 1:1 scale with a precision of 1 millimeter. However, if there needs to be more segregation, additional world servers can be utilized together. Instance Servers (server processes created ‘instantly’) are supported which provides the means of able to control specific locations to a specific number of users.
For example, having a dungeon in which only 10 players may enter as one group. If there are more player groups, then additional dungeons are created to support those groups. All the while, no group will ever encounter one another.

In terms of use:

For Players/Users:
Players will first access the game world via Unity (Client or Browser) and log into the game world. Atavism will authenticate the Player as a New Player or a Returning Player. If a Returning Player, then an additional check is made to determine level of access (such as elevated subscriptions or banned). Once accepted the Player is then allowed into the Game World.
The Proxy Server handles the transactions between the User and the Game Servers. The Master Control Server ensures that all server processes are communicating with one another, while the World Server(s) conducts the affairs of the world environment. The Database Server and the Plug-In/Add-On Server supports the game world with either managing dynamic information (from the database) or static information (from files).

For Developers:
The Game World is developed by using Unity (Free* and Pro Versions) as the game world creation tool. Essentially a Developer acts as a Player, but has the administrative capabilities of using tools. Additionally, changes to the game world can be made during run-time, without the need for a server reboot.

Atavism supports all of the features that are expected with MMORPG’s; Account Management, Character Creation, Chat with Channels, Inventory, Faction, Guilds, Combat, NPC and MOB’s, etc. This along with the workload reduction of server/networking coding and an affordable pricing will provide Independent Developers the ability in designing their online virtual worlds.

Partners

Some of our cooperators

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