Unreal MMO Development with Yaz

Aarkun | Devlog #90 | Indie MMORPG | March Update (Part 1)

Aarkun | Devlog #90 | Indie MMORPG | March Update (Part 1)

This update covers the current state of the project, what’s been worked on over the past couple of months, and some of the systems that are starting to come together.

The focus recently has been less on adding surface-level features and more on building a solid, scalable foundation for the game.


Moving from Blueprints to C++

One of the biggest efforts has been migrating systems from Blueprints into C++.

This wasn’t primarily about performance. The main driver was team scalability:

During this migration, a lot of systems were also:


Template-Driven Design

A key theme across the project now is template-driven systems.

Instead of hardcoding behavior:

This approach is already being used across:

It’s a major step toward making the game scalable long-term.


Server and Infrastructure

On the backend side, there’s been experimentation with different deployment setups:

The goal here is to prepare for future scaling, even though some setups are still being refined.


Character Creation

Character creation is now functional with:

All customization options are driven through templates, making it easier to expand without major rework.


Test Map and Development Workflow

A dedicated test map is being used for development.

Instead of loading the full environment:

This significantly improves development speed during experimentation.


Skills System

The skills system is already quite flexible:

The current focus is not on polish, but on:

Balancing and animation polish will come later.


Monster Abilities and AI

Monsters are now capable of using skills in a similar way to players.

Key features:

For example:

This creates a flexible system for designing varied encounters without hardcoding behaviour.


Crafting and Resource Gathering

Crafting is starting to take shape, with a slightly different approach to resource gathering:

Notably:

Current materials include:

These can be combined into:


Crafting Stations and Progression

Crafting is tied to the world through stations:

For example:

This ties progression to exploration rather than just menus.


Design Direction

Across all systems, the current focus is clear:

Many elements are still placeholders or unpolished, but the underlying structure is now in place.


What’s Next

Upcoming areas of focus include:

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