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Building an Indie-MMO – Dos and Don’ts (Part 2 of 3)

Game Designer? Programmer? AddOn Developer? Or just serious about your game project? No matter what – our “Complete Guides” will help you make better games using Unity, uMMORPG3d and our AddOns.

4. Don’t twist and turn the asset (beyond its original use)
Im now with uMMORPG for almost a year and met a lot of new and interesting people on the forums, as well as the official uMMORPG discord server. Every now and then I come across somebody who wants to use the asset in a way it was not intended by the original author. For example by adding dynamic,  destructible terrain, custom playerworlds, realtime action combat system, level- and classless systems and so on. Basically, all of these changes are possible if you have the proper skills, time and resources at hand. But those changes are also major modifications that make the asset do something it was not designed for. This is also referred to as a total conversion and is a daunting task, especially if you are lacking high grade coding skills.

I strongly disadvise such an undertaking unless you are 100% dedicated, willing and competent enough to do so. Your plan might start well, but after a while you will run into serious issues as well as the impossibility of receiving official updates, the usage of AddOns and a whole lot of maintenance and compatability problems. Just imagine the amount of content you can create using the time spent on a total conversion in a different way.

If you want to actually finish a game using uMMORPG, stick to what you get and expand the core asset via AddOns (your own, free ones and maybe a few commercial ones). But keep the core aspects like movement, targeting, combat, the world itself, class and level system – as they are. If you plan to re-design any one of these sensitive areas – you might be better writing your own asset from scratch instead.

Warcraft 3 Digimon Total Conversion

5. Don’t get AddOn greedy (use a few selected ones instead)
Another lesson I learned in almost one year of uMMORPG projects, tests and writing AddOns: Some people out there are not satisfied with the number of features the core asset ships with. Of course I agree with that fact, but I also understand that the author is not able to provide each and every feature the community wants to see. Vis (the author of uMMORPG) is in fact adding features to the asset in regular intervals, and a sprawling scene of AddOn developers emerged as well, trying to fill the gaps and expand uMMORPG wherever possible.

This particular situation: “We don’t have every feature we want yet, but we might get that in the near/mid/far future” has lead to a form of AddOn greed that took toll on several developers out there. AddOn greed on the one hand makes you scavenge the web for all kinds of AddOns to put into your project. Trying to get as close as possible to the “next WoW killer” in terms of feature quantity. On the other hand, it causes a stalemate to project development because you go into a “I can’t continue to develop my project unless feature X becomes available” endless loop. By playing the famous MMOs out there (look – so shiny!), some Dev’s become even more AddOn greedy and completely cancel out their own development cycle. Waiting for better days instead of advancing the development of their projects.

My advice: Don’t get AddOn greedy, as you will never ever gonna catch them all. And there will always be new stuff on the market. There won’t be that “golden 1.0 version that marks a perfect start” you are waiting for. Limit yourself to a few selected AddOns and maybe one unique feature. AddOn greed will put your project into eternal stalemate. Development is the exact opposite of standstill. It means you have to take the destiny of your project in your own hands in a pro-active way.

Comic by

6. Don’t think of “development” as a simple asset flip (understand what dev means)
Another thing I’ve encountered several times over the course of the last months is that many people think that game development using Unity 3d is just a simple asset flip. But exactly the opposite is the case – the more assets and technology you have at your hands, the more complex development becomes as all parts must work together in harmony. Just think of every asset as an instrument in an orchestra, your job as a developer is to conduct them to work together in terms of rhythm, harmony, length, volume and pitch.

Amost every day, I encounter people who saw just another asset on the store and want to combine that said asset with uMMORPG. Multiply this by the number of subsystems found inside the uMMORPG asset like inventory, combat, ingame shops, npc dialogues, networking, character progression, enemies and so on and you get a massive list of assets that seem to fit your needs at first.

But you should be aware, that all of those assets are standalone and where not designed to be used as part of the uMMORPG asset or a networking environment. This means, all assets require professional coding to integrate them into your uMMORPG version. Now each and every asset was written by an individual, with individual goals and a individual coding style.

If you go that route, your job as a developer will be far more than just a simple “asset flip”. You have to understand (that means “learn”) each asset as well as the uMMORPG assets code in order to bring the loose ends together. As 99% of those assets are not plug-and-play-able in the unique “MMO client/server networking environment that uMMORPG is” – you will need a solid skill set and a couple of hours per asset to make that work with uMMORPG.

In theory, it sounds so cool to simply dump the “Third Person Controller” into your uMMORPG3d project and have immediate access to all of its features with 0 coding involved. In practice it’s more like opening the gates of hell (alongside a 75$ waste)…

This article links to: Building an Indie-MMO – Dos and Don’ts (Part 3 of 3)

2017 by Fhizban (the author of NuCore and AddOn developer for uMMORPG3d).

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SimpleSummon – Complete Guide

Game Designer? Programmer? AddOn Developer? Or just serious about your game project? No matter what – our “Complete Guides” will help you make better games using Unity, uMMORPG3d and our AddOns.

The SimpleSummon AddOn requires the NuCore Version 1.15 or higher. First install that or a newer version of NuCore. Next import this AddOn package. Next locate the Resources folder in this AddOns folder and move all Items therein in  the corresponding Resources -> Items folder of your project.

Now locate the Network Manager in your scene and check its inspector. Add to its “Registered Spawnable Prefabs” list the “Bandit Minion” and “Skeleton Minion” prefabs from this AddOns prefabs folder.

Now add the two example items “Mercenary Contract” and “Summon Seketon Book” to a NPC shop or a loot drop in your scene to test them. Run your project, acquire those items and use them in order to test!

This AddOn allows players to summon/hire Minions that will fight at their side for a limited period of time. You can use this AddOn to simulate Mercenaries (like found in Diablo for example), sidekicks or hirelings. But of course this AddOn can also be used to add a Necromancer or Beastmaster class to your game.

  • Minions are hired/summoned via Item usage
  • Minions behave like a mixture of Monsters and Pets
  • Minions defend their owner, auto attack and move randomly, they also follow
  • Minions stay for a limited time period and then die automatically
  • When their Master dies/logs out, all Minions die automatically
  • Players can summon any amount of Minions, up to a technical maximum
  • When the summon maximum is reached the usage of summon items is disabled
  • Minions can be summoned at a preset level, this allows weaker/stronger Minions
  • Minions themselves do not trigger aggro
  • A future update will add hiring/summoning Minions via skill usage as well.
  • Players cannot force kill (aka: force un-summon) their Minions!

Creating Minions
In order to add a new summonable Minion to your game, you first have to duplicate one of the prefabs in this AddOns prefab folder. It is not possible to use a regular Monster or Pet. Then edit all it’s values in the inspector. You will see that the stats of a Minion are a mix between a Monster and a Pet. Simply duplicate one of the example prefabs that ship with this AddOn:

It is very easy to edit, just a few things to keep in mind:

  • You do not set the summoning duration in the Minion itself, instead its on the item (explained below).
  • You can edit the DefendOwner and AutoAttack options just like a pet, but the player won’t be able to actively toggle these commands while a Minion is summoned. This means you create a Minion for specialized uses instead.
  • Minions have levels but do not gain experience. This allows you to create Minions of varying strength, it also enables you to summon Minions at different levels. You can never summon a Minion at a higher level than the one you stated in the Minions Inspector.
  • Don’t forget to add new Minions to your Network Manager registered spawnable prefabs.

Creating Summon Items
Right now, its only possible to summon Minions via Item use, a later version will add summoning via Skill use as well. You can combine the item stats with any other stats like “Usage Destroy” or “Usage Mana”. Now lets go through all options one by one:

  • Summon Active – Only activate if this is a summon item. De-active this option for all other types of items in your game to prevent unexpected results.
  • Summon Minion – Choose one of the Minion prefabs you created beforehand. Only choose a prefab of the Minion type, do not use any other object or it won’t work.
  • Summon Amount – Set any amount up to the technical maximum. This maximum is shared between all Minions (whatever type they are) a Player has summoned at the same time.
  • Summon Duration – This is the duration in seconds. After that time span the Minion will die automatically. Minions also die when their Master (player) dies or when you logout of the game.
  • Summon Level – The level that Minion is summoned at. This is auto-capped to the amount of levels you create in your Minion prefabs inspector (so if you state 3 here, but your prefab has only level 1, any summoned Minion will be of level 1 instead.

Summoning Limit
There is a technical maximum of how many Minions each player in your game can summon at the same time. You can edit it in the Constants file of this AddOn, although its not recommended to change that. This has been done because too many Minions will cause a lot of additional load to the server. This is also the reason why Minions are summoned via an Item (later also Skill) and do not wander around the gameworld. Because that uses a lot of additional CPU/RAM on the server side and makes no sense in terms of gameplay.

The Summoning Limit is a shared limit between all types of Minions a player can summon. So if the limit is set to 5 and a player Summons 3 Sekeletons, that player will be able to summon another 2 Bandits for a total of 5.

Please note that all Summoning Items are disabled once this limit is reached, they are also disabled if the amount of Minions to be summoned is higher than the total cap. When a Minion dies, the amount is adjusted – so it might be possible for the player to summon Minions again.

• Example 1: You have just one item in your game that lets a player summon 3 Skeletons. After using this item once, any further use is disabled because the total number of summoned skeletons would exceed the technical maximum.

• Example 2: You have two items that allow a player to summon 3 Skeletons or 3 Bandits. After using one of them, the other one is disabled because the total amount would exceed the technical maximum.

Its an idea to provide your players with a number of summoning items of varying summon amounts (like 1 Skeleton, 2 Skeletons, 3 Skeletons) to compensate this limitation.

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Building an Indie-MMO – Dos and Don’ts (Part 1 of 3)

Game Designer? Programmer? AddOn Developer? Or just serious about your game project? No matter what – our “Complete Guides” will help you make better games using Unity, uMMORPG3d and our AddOns.

Time for some myth busting – in this new blog series I would like to share some personal thoughts on the process of creating an Indie MMO using Unity and the uMMORPG asset. It’s all about realistic game design and how to manage such a project – things you should do and things that you should better not touch (not even with a stick). Please note that the following pages represent my personal thoughts and are in no way representative for all opinions out there. Also note that I write exclusively about creating indie games using Unity and the famous uMMORPG asset (but I am not the author of uMMORPG).

Summary: The purpose for this blog series is to give advice to game designers who are set for one single thing: To create and finish a game using uMMORPG and AddOns within a reasonable amount of time, using a reasonable amount of resources and still generate a reasonable amount of joy/revenue.

Thanks for reading and enjoy!


SamuTale Unity based Indie MMO (Unity Client + Custom Backend)

1. Do Not…switch to MySQL (if you are not a programmer)
uMMORPG was built with simplicity in mind and therefore uses SQLite as it’s database system. SQLite is a subset of MySQL with reduced complexity and stripped down features. It also has several advantages as it does not require you to setup a database server and can therefore be run locally and on a dedicated server without further configuration. The uMMORPG core scripts and all of our AddOns where built around SQLite, if you want to switch to mySQL now, that means replacing each and every database script in your project. Now imagine you add a new AddOn (that will most probably also be based on top of SQLite): You have to replace that script syntax with a proper mySQL syntax as well. This goes on and on for every AddOn you add and everytime the core uMMORPG version is updated.

Of course you can still do that, especially if you know how to program both in C# and mySQL. But if you can’t – I highly recommend you get a programmer on board of your team or pay a freelancer. Otherwise just keep your hands off. SQLite is not bad at all. The only problem are networked databases and multiple databases. But do you really need that? Do you have one server up and running – and how about three? Do you? Do your game and your community allow for such a complex setup already? Furthermore imagine all the content and features you can get done in the amount of time that is required to switch uMMORPG over mySQL.

Finally, there are several Indie MMOs out there that rely on SQLite for years – and they are still alive and kicking! Just do a quick google search or check out Wurm Online for example.

Wurm Online (SQLite)

2. Do Not…aim for MMO (aim for MO instead)
Unity (and especially UNET) was in fact not built for massive multiplayer games. There is not a single MMO out there that utilizes Unity as it’s server backend. Of course there are several Unity MMOs on the market (not just Indies – check out Crowfall for example) but they all use a highly sophisticated and very powerful server backend written either inhouse from scratch in C++ or C# or using professional 3rd party software. What Unity is used for in terms of MMOs is the client. And just the client (Summoners War is another example). There might be exceptions, but thats what I observed in the past years.

Im not saying that a MMO is not possible, just ditch that “massive”. In my eyes, any Indie game will always have to struggle for players and you will have a hard time attracting thousands of online players to your game. If you do your job right, you will be able to have hundreds of players online. Thats not MMO, thats MO – and thats absolutely perfect both in terms of revenue and technical limitations.

Just imagine how much marketing power is required in order to attract 10.000 players – and how many servers and people who manage those servers must be paid (or be very dedicated to your project). It’s a nice dream but nothing realistic. Instead you should aim for a small but tightly knit community and good content. Content that offers your players areas to explore, quests to complete, monsters to fight and items to acquire. And all that represented in a appealing and polished way, with a special care to the details. You won’t be able to populate a world with content, that is capable of satisfying 10.000 players – but if you work hard, you will be able to create a world with enough content to keep 1k players around.

Project Gorgon (Indie MMO)

3. Do Not…alter the core beyond recognition (use AddOns instead)
I tell you the story of my very first uMMORPG project: After getting used to Vis coding style and a bit of knowledge about the asset, my first thought was: This is lacking so many features – I have to add as many of them as I can! Said and done, new features where tacked on and stuffed into the core asset. A few days later, Vis released the first update on the store that contained only minor changes. I was able to update by hand and did setup a GIT repo for the future. Several tiny updates followed that where all easily manageable, but the process got slower and more tedious each time. This made me skip one update or another, leaving a gap in my personal series of uMMORPG version numbers.

After a while I wanted to start a side-project based on the same uMMORPG asset and realized that I cannot move my features from one project to another. Then – all of a sudden – Vis released a new AddOn that allowed parties. This rendered my own party code obsolete and I had a hard time A. removing the old code and B. updating to Vis new code. A period of smaller changes followed that I spent stuffing even more features into my Frankenstein core, updating turned more and more into a chore. I was so happy when everything worked that I skipped a few of Vis official versions. You should know, that when you do – catching up to the newest available version becomes even more difficult. My little frankenstein engine was only missing a proper pet script now, the code was all spaghetti like but it worked. And then Vis released the Pets update. And I jumped around, screaming and pulling my hair out!

My advice: It’s OK if you want to modify the uMMORPG core system, we all want to add our own features and make the asset unique. But do by using the AddOn system. Because that is was the AddOn system was made for. That system also allows you to sell your AddOns, but thats not it’s primary use. The AddOn system enables you to add more or less extensive modifications to the uMMORPG core system (using partial classes and hooks) while the core scripts remain intact. This means you can update your uMMORPG asset, you can import/export AddOns, you can move them to other projects and share them with your team members. The AddOn system will make your life easier and your project much more manageable. Think about it!

This article links to: Building an Indie-MMO – Dos and Don’ts (Part 2 of 3)

2017 by Fhizban (the author of NuCore and AddOn developer for uMMORPG3d).

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SimpleAttributes – Complete Guide

Game Designer? Programmer? AddOn Developer? Or just serious about your game project? No matter what – our “Complete Guides” will help you make better games using Unity, uMMORPG3d and our AddOns.

My SimpleAttributes AddOn adds a long awaited feature to uMMORPG: More Stats! But beware, this AddOn requires the NuCore: It modifies the core of uMMORPG because without these modifications this system would be impossible.

So, first install the most recent version of the NuCore (available only to verified users of uMMORPG), next import this AddOn. Then locate the Canvas in your scene and de-activate the old CharacterInfo UI panel (you don’t have to delete it, de-activating it is enough). Now go to this AddOns prefabs folder and drag the new “CharacterInfoUI” panel into your scene. It acts as a replacement for the old one and features the new Attributes and their upgrade buttons.

Finally, select the “Shortcuts” panel in your canvas and assign the new CharacterInfoUI panel to the Character Info Panel slot (this exchanges the button linked to the old CharacterInfo with the new one).

This AddOn is tightly tied to the NuCore and in fact was the AddOn that made me create the NuCore, as I do not see any other option to integrate the new functionality into uMMORPG without re-writing the whole asset. Before we start with the Complete Guide, there are several things any programmer and/or game designer should know:

  1. Default uMMORPG uses a SyncVar for each Attribute. This is very limiting as you will soon run into a SyncVar limit issue when adding another one. Also managing individual SyncVars is tedius and not performant.
  2. NuCore by itself exchanges all SyncVar based Attributes with a SyncList. This is much easier to maintain and allows the list to be expanded. Its also possible to save a lot more stats into that list, not just Attributes. In order to make this list work, all values therein have been set to an Integer.
  3. NuCore uses a Getter and Setter combination to address the new Attributs in that SyncList without changing the way the Attributes are adressed in the code. So you can still say: Strength+1 but NuCore will map that “Strength” onto the new SyncList and adjust ist accordingly.
  4. By default, uMMORPG calculates the “Attributes Spendable” with a simple formula that is not saved permanently in the database. But this system only works with 2 attributes. NuCore exchanges that with a permanent “Attributes Spendable” stat that is saved in the database, as there are now many new Attributes (and there could be even more, in the future).
  5. In the inspector window, each attribute is simply labelled “Attribute1” etc. It is not possible to change the displayed name because we cannot have “variable variables” in the inspector. Just hover over the “Attribute1” name to see the real name of that attribute. You can ajdust these names to your liking in the SimpleAttributesConstants file.
  6. I decided against a dynamic list of definable Attributes and went for a much simpler solution instead. Thats because it would require a rather complex approach (probably with a mutable) and would be a pain for any non-programmer to understand and adjust. Instead we now have 6 extra Attributes with fixed effects. I have chosen the most common effects for these stats (those are fixed), but you as a designer can adjust their effectivity and names.
  7. When using my AddOns (including this one) you will notice that I sometimes provide you with a nice ScriptableObject that you can edit using the Inspector. And sometimes (like in the case of SimpleAttributes) i don’t – instead you have to edit a script file in Mono Develop or a text editor. Thats because personally I believe that Scriptable Objects are much slower compared to Constants. I therefore decided to use ScriptableObjects only for things like Items (that must be edited often) and a Constants file for things that rarely change or are just edited one time at the beginning of your projects development. In case of the SimpleAttributes you will most likely edit them 1-3 times during your whole Dev Cycle and then don’t touch them anymore. Therefore having all the values defined as Constants (both secure and fast) made more sense to me.

SimpleAttributes will add six new, upgradeable Attributes with side-effects to your game – alongside the original two. When using NuCore, the original Attributes (Strength and Intelligence) already have the side effect of adding to your players total Health or Mana, this can be adjusted in the NuCore constants, please check out the NuCore Complete Guide for that.

Our six, new Attributes are designed in the same way, as each one of them will have a additional side effect on one of the other stats that you find in the game. Locate the “SimpleAttributesConstants” file in this AddOns prefab folder and open it with Mono Develop or any text editor of your choice.

You will see small section for each Attribute that can be adjusted to your liking, the template is always the same but with a varying side-effect. Lets take a look at the template itself first:

  • _ATTRIB_XYZ – This is the name of your attribute in various places inside your project. Whatever you put here will be shown to your players in the CharacterInfoUI panel but also in the tooltips and in the editor tooltips as well, when hovering over a inspector slot.
  • _ATTRIB_ACTIVE – You can de-activate the side effect of an attribute with this option. Please note the attribute will still be displayed both in the editor and the game. To remove it from the game, you have to remove it from the CharacterInfoUI panel. Use this option only if you do not want a certain side-effect via Attribute in your game.
  • _SCALE_XYZ – If you set this option to false, a fixed bonus will be added to the stat that is affected by this Attribute. If set to true, the bonus will be a percentage value proportional to the stat it modifies. Example: “Strength” increases “Max Health”, if you set this option to false, each point of strength will add +1 points of Max Health. If you set it to true, each point of strength will add +1% to Max Health.
  • _BONUS_XYZ – This float value is the amount of bonus applied per Attribute point, that can be either a fixed value or a percentage value. Depends on setting the above option to true/false.

Okay, that was the raw outline of how a Attribute template looks like, now lets go through each one of them:

Attribute 1

  • This Attribute affects Damage.
  • Scale True: Each Attribute point will increase Damage by +X %
  • Scale False: Each Attribute point will increase Damage by +X (fixed)

Attribute 2

  • This Attribute affects Defense.
  • Scale True: Each Attribute point will increase Defense by +X %
  • Scale False: Each Attribute point will increase Defense by +X (fixed)

Attribute 3

  • This Attribute affects Block Chance – which is percent based 0-100%
  • Scale True: Each Attribute point will increase Block Chance by +X%
  • Scale False: Each Attribute point will increase Block Chance by +X (fixed)
  • Attention: The bonus value is 0.01f by default, not 1.00f (because this stat is calculated a bit differently, as it ranges from 0 to 100 %).

Attribute 4

  • This Attribute affects Crit Chance – which is percent based 0-100%
  • Scale True: Each Attribute point will increase Crit Chance by +X%
  • Scale False: Each Attribute point will increase Crit Chance by +X (fixed)
  • Attention: The bonus value is 0.01f by default, not 1.00f (because this stat is calculated a bit differently, as it ranges from 0 to 100 %).

Attribute 5 (Block Effect is a new stat made possible via NuCore)

  • This Attribute affects Block Effect – which is percent based 0-100%
  • Scale True: Each Attribute point will increase Block Effect by +X%
  • Scale False: Each Attribute point will increase Block Effect by +X (fixed)
  • Attention: The bonus value is 0.01f by default, not 1.00f (because this stat is calculated a bit differently, as it ranges from 0 to 100 %).

Attribute 6 (Crit Effect is a new stat made possible via NuCore)

  • This Attribute affects Crit Effect – which is percent based 0-100%
  • Scale True: Each Attribute point will increase Crit Effect by +X%
  • Scale False: Each Attribute point will increase Crit Effect by +X (fixed)
  • Attention: The bonus value is 0.01f by default, not 1.00f (because this stat is calculated a bit differently, as it ranges from 0 to 100 %).

Attribute 9 (only available in conjunction with my SimpleStamina AddOn)

  • This Attribute affects Max Stamina.
  • Scale True: Each Attribute point will increase Max Stamina by +X %
  • Scale False: Each Attribute point will increase Max Stamina by +X (fixed)

As you can see, each of the Attributes above is tied to a single side-effect. As there are only a handful of side-effects in the game and each one is unique, it did not make sense to make Attributes fully dynamic. The only thing you could do, would be having both Strength and Intelligence increase a players Critical Chance – and that does neither make sense, nor does it justify the amount of extra work such a system would require.

• Pro Tip: This AddOn (as all of my AddOns) interlocks with my other AddOns to create synergy effects. All these attributes are not available by default so items and skills cannot access them. But together with my FreeItemStats AddOn (for example) you can have items that can manipulate all the new Attributes we see above (so you can have Armor that gives you +5 to “Attribute6” which in return will increase the Crit Effect). This is only possible because number and effect of the attributes are fixed.

So, as a conclusion – my SimpleAttributes AddOn was designed around the KISS principle: Keep it simple stupid. For a much more sophisticated (and complicated) approach, you should check out the Llama Attributes AddOn by another community member. Please note that Llamas AddOn (as good as it is) does NOT interlock into my other AddOns.

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SimpleBoosters – Complete Guide

Game Designer? Programmer? AddOn Developer? Or just serious about your game project? No matter what – our “Complete Guides” will help you make better games using Unity, uMMORPG3d and our AddOns.

The SimpleBoosters AddOn requires the NuCore (available only to verified users of uMMORPG), so you have to install the NuCore first in order to make this AddOn work properly in your project. Check out the NuCore installation Guide for more details. NuCore is required because this AddOn changes several core aspects of the uMMORPG engine that could otherwise not be altered.

Then install this AddOn package. Locate the items in this AddOns prefab folder and move them into your projects Resources -> Items folder. Make sure no duplicates are left in the original folder as this will cause errors.

Pro Tip: It is important to move all Items into the Resources folder of your uMMORPG project (this is also true for all other items, skills and quests you might find as part of other AddOns). As only the items inside the main Resources folder are properly indexed and cached when your project is compiled/started. Its also important to have only one single “Resources” folder (although having more wont break your project) as it reduces compile/index time and speeds up your project at runtime.

Thats it, no further modifications are required!

This AddOn allows you to add Gold, Experience and Coins boosters to your game in order to allow your players to advance faster while a booster effect is active. Premium Booster Items will allow your players to gain more gold, experience or coins while the booster is active, this is a common feature in most mobile and MMO games that is used to make a difference between free and paid players. Its also a typical (moderate) P2W feature that gives players making use of it (paying for it) a headstart. Of course, the price of those booster items is totally up to you, it does not have to be a premium currency.

The whole system is completely based around usable, consumeable booster item that provide a temporary bonus. To setup such a booster, simply edit the item in the inspector. There are different types of boosters available for Gold, Coins, Experience and any combination of those.

Now lets take a look at all booster settings in detail:

  • Booster Type – Select “None” for inactive (all items that are no boosters). Select God, Exp, Coins, Gold and Exp or All for all other types.
  • Booster Duration – This is the duration in seconds the booster effect will be active. It is important to know that the booster effects are permanently saved in the database and the timer will continue to run while the player is offline as well!
  • Booster Effect – This is the effect the booster will have on the chosen statistic, its a float value so 0.5 equals 50%. It is important to note that booster effects stack. So if a player applies 3x Gold Booster with 50% each, the total Gold bonus will stack up to a total of 150%

The active booster effect will increase all Gold, Experience or Coins that the player acquires. This includes kills, loot drops, quest rewards, daily rewards and other sources. The only exception are coins gained from the coins processing function, those won’t be boosted.

It is also important to know that a player – while affected by a gold booster – will gain additional gold when selling items to an NPC.

The reason behind this system is to provide a way of having “premium” players compared to “free to play” players – and allow the premiums to boost themselves via the available booster items. Boosters therefore represent ideal mall items but are also very valueable loot drops or daily rewards. When put to proper use, they will grant your paying (or evangelist) players a moderate (but not unfair) advantage.