FlyFF, but made with Unity

FAQ

"Si t'es pas content, t'as qu'a faire ton serveur"
"If you don't like what we offer you, make your own."

 

I wasn't happy with the current FlyFF scene.

Everything was just brainless; the monsters' AI was always the same, upgrading your gear was always about farming for hours and spending all your money at Is in the center of Flarine.

PvE was just about having as many accounts connected at the same time and using FTool, leaving behind everything related to team play.

PvP was "Who's the best at switching gears and spending time awakening?"

And so on.

So now I'm here, with the choice of fighting with the current source to modify everything I need to change the game the way I think it should be, or creating a whole new source to fix many known bugs, natively integrate new possibilities, and build things differently instead of using this old incremental code made over 10+ years, updating it to new code and format standards when nothing was established before.

In my opinion, it was simpler to restart from scratch than trying to upgrade the original source. The big challenge was initially to reverse-engineer every asset file format to understand them, and translate them to new standard formats such as DAE or FBX.

Once this was done, the project could start as all MMORPGs are made, with the only difference being that it's a remake of an already existing one.

At the time i was looking at creating a remake, i had 2 choices in mind : UE4 or Unity.
Unreal Engine is well know for the beauty of it's rendering and performs really well, made in C++ that could be an easy transfert as FlyFF is made in C++ too. But UE is a really complex engine if you don't have any exprience in game engine. It's a very complete engine, with few default settings that forces you to go deep into how rendering works. It's a really good engine, but requires too much effort for the simple dev i am.

Unity was looking a bit more simple in understanding. Rendering as a lot of default settings permitting to quickly deploy proof of concepts, and even if it's made in C#, i was looking to remake the game, so having an eady transfert was cool but not needed. A lot of flyff-remake projects were made with Unity too, so it's sounds to me as a good idea. Unity's royalties are also cheaper than UE. Maybe i will never be a thing if the project doesn't hype players as it hype me, but whatever.

 

As time passes i have read that other engine exists that are open source and so royalty free, such as Godot. But i am way too deep in the project to change now.

By the way, as i remade everything and i created the whole game logic, switching engine may not be too difficult, but surely a long task.

Yes. As soon as we have trusted people to translate the game in your language, we will try to give it to players as fast as possible.
The game will be first available in english only.

Yes. Any type of buffs you'll have will have an higher cooldown than duration. If we consider this buffs needs to be always active for your job, it is described as a passive spell that is always active on your character.

Everything had been reworked. The objective is to have each job able to fight solo, and be really helpful and/or powerful in group.

Maximum level will be 120, without the Master system. You'll gain 2 points per level from 1 to 40, then 3 from 41 to 120.

All the jobs had been reworked, so if you don't want to think too much about your spells, you should start as a billposter.

Every full bar items had been removed. This mean no more remantis or Mp X.
Other consumables (Like FITA for example) will be examinated case by case to implement (or not) them in the game.

There will be no restrictions about it, but we work on this point to make it useless /unplayable to have multiple accounts at the same time and so, people will focus on one character, bringing back the role-play aspect of the game.

Removed. We are working on a new experience distribution to reward teamplay instead of afk-follow.
By the way we chose to remove all follow features, and the follow on spell cast feature.

It is allowed, but we are working as much as possible to make it useless in the game.

No. If you chose to support the project, we will offer you cosmetics.