Flyff Unity, but this time it's done.

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unknown - Flyff Unity, but this time it's done. - RaGEZONE Forums


I've been lurking for years on this forum, now it's my turn to share what all of you helped me to create.
It has been now 3 years this project exists.
It is a total remake of the game on the Unity game engine.
It is a whole new game, with a new source code, new database system, new network system, new everything but assets.
We started the project as 2, but now i am alone working on it.


Motivation :
If you don't like my game, make your own.
- NaNo, somewhere between 2015 and 2020

I'm tired of playing the same Flyff over and over again, private servers after private servers. Waiting for the cash-shop to open to see players spend hundreds of euros to gear up, win Guild Siege, farm anything that can be farmed, and then the server is closed 2 months later.
Tired to see that simple things can be a real pain to implement in the current source code.
Tired to see that some things will be impossible without a huge game rework. Passive skills aren't a thing, but we implement them by settings buffs duration to 24h and no cooldown.
Tired to play a game that is half AFK. Experience distribution is better while getting a level 1 leech. Is there any other game that have this feature ? Really ?

Fixing all of these in the current source code isn't really a good idea. So the best thing to do is to wipe it all, and start over.

Huge thanks to Chronicles of Madrigal and Apex Flyff.
You did both a great job on these points and helped me a lot in my choices.


Objectives :

I want to give Flyff a breath of fresh air.
  • Make it able to deal with new technologies, new file format standards, new particles, light, or shader systems, current and future.
  • Upscale graphics by using an up to date game engine.
  • Integrate new mechanics easily with a clear and simplified source code.
  • A more reliable communication between game and database by switching the database engine.
  • Make a game that needs you to play, and is fun to play. Removing any kind of AFK gameplay. Make roleplay great again. Pick a job, do your job.
  • Create it as much as possible with the community.
  • Fly, and having pleasure flying. If games like Flight simulator exists, then we are probably able to create something fun to use.
  • Do not loose the game soul. And why we love playing it over and over again.
Current state of the project :
The game is now playable and online.

World :
Almost everything is done in the code side. I'm currently playing with a V15 map, slightly modified.​
I made an importer able to import any map that is in the Flyff format including their regions, monsters locations, and NPCs.​
World elements (trees, buildings, ect...) have to be pre-imported in a .dae format to make it work properly.​
Visual effect (.sfx files) are importable via a script and linked to the map importer too.​

Characters :
Male only, with no hair or eyes customization for the moment.​
They are fully implemented on the fight side. Able to level up, spend their points in the 4 stats, and gear up.​
The 4 first jobs are in game with a full rework on their spells. No more useless buff or skills, everything is made to be usefull from lv 15 to lv 120.​
The fashion system is fully reworked to be replaced with a kind of relook system. Knights armors on Psykeepers are underrated​
Every attack, defense or stat calculation is reworked.​

Gameplay :
It feels like Flyff. But a bit poor.​
There is a lot of bugs in the game to fix, a lot of must have features that are not implemented yet, a lot to do.​
Much more involving as intended. "Follow" feature removed, Pang removed, every job is created to be able to kill monsters solo.​

Performances :
The game runs with 200+ fps on my computer (Ryzen5 2600X, 16Gb memory, RTX2070).​
A lot of option are available to match your requirements, including Vsync, render distance, maximum fps( implemented) and probably more later to come if needed, as long as Unity allows it.​
I keep in mind a lot of Flyff players does not have a huge setup, so i try my best to keep it at 200+fps on my own computer, to target a 60+ on smaller systems.​

Sides of the game :
A classic website is online. There you can create your in game accounts, download the game, and contribute to the project to earn cash-shop points. Sad but true, servers needs to be paid to run.​
I created a really simple kind of updater. So i can deploy updates.​
A whole API is made to allows game and website to communicate and share information about players. This way you can have a lot of in-game information directly on the website. In fact like we currently have with Azuriom. But why not thinking about new features as the database engine is now using a stable technology.​
Next to come :
I am currently working on a stable and maintainable quest importation and edit system. Trying to reduce bashing as much as possible by quickly having new quests. Then i'll focus on the PvP aspects, as it's what will make the game be really challenging and fun.

Follow the project :
I post a devlog on my discord every 15th of the month to keep the project alive and up to date.
I have a lot of polls that are directly related to question i had during the development.
I have a suggestion channel if you want to submit a feature, modification, or any other kind of thing.
Feel free to join it and invite your friends, there is probably more to see here.



wallpaper-ienbl - Flyff Unity, but this time it's done. - RaGEZONE Forums


aniceknight - Flyff Unity, but this time it's done. - RaGEZONE Forums
sm - Flyff Unity, but this time it's done. - RaGEZONE Forums
 
OK as someone who lurks also. I've seen this mentioned many times ever since it was first conceptualised and seeing concepts with like a mushpoi so on.
Awesome to see what this has become
Will check this out the next chance I can
Great job!
(Let's hope it was that and not someone doing a unreal version /sweat)
 
I'm just starting a project in unreal engine 5, when I have time.


Woaw look very nice, i've try to make with unreal engine but don't understand oh import on UE xd but good work !
 
Nice work on Unreal !
I promise one day i'll learn to use Unity renderers and shaders. But for the moment is clearly not the priority :ROFLMAO:
Can u help me to make dx12 work in my source o:
I wan't to know how t odo that o:
 
Last edited:
Can u help me to make dx12 work in my source o:
I wan't to know how t odo that o:
Sadly i'm only good at Unity, and knowing facts about the original game. I never succed to even launch a local flyff server. I can't help there
 

Solo project?
You might want to create a new thread so people can also discuss with your progress and so on...

Hey, how you doin' ?

View attachment 277557


I've been lurking for years on this forum, now it's my turn to share what all of you helped me to create.
It has been now 3 years this project exists.
It is a total remake of the game on the Unity game engine.
It is a whole new game, with a new source code, new database system, new network system, new everything but assets.
We started the project as 2, but now i am alone working on it.


Motivation :

- NaNo, somewhere between 2015 and 2020

I'm tired of playing the same Flyff over and over again, private servers after private servers. Waiting for the cash-shop to open to see players spend hundreds of euros to gear up, win Guild Siege, farm anything that can be farmed, and then the server is closed 2 months later.
Tired to see that simple things can be a real pain to implement in the current source code.
Tired to see that some things will be impossible without a huge game rework. Passive skills aren't a thing, but we implement them by settings buffs duration to 24h and no cooldown.
Tired to play a game that is half AFK. Experience distribution is better while getting a level 1 leech. Is there any other game that have this feature ? Really ?

Fixing all of these in the current source code isn't really a good idea. So the best thing to do is to wipe it all, and start over.

Huge thanks to Chronicles of Madrigal and Apex Flyff.
You did both a great job on these points and helped me a lot in my choices.


Objectives :
I want to give Flyff a breath of fresh air.
  • Make it able to deal with new technologies, new file format standards, new particles, light, or shader systems, current and future.
  • Upscale graphics by using an up to date game engine.
  • Integrate new mechanics easily with a clear and simplified source code.
  • A more reliable communication between game and database by switching the database engine.
  • Make a game that needs you to play, and is fun to play. Removing any kind of AFK gameplay. Make roleplay great again. Pick a job, do your job.
  • Create it as much as possible with the community.
  • Fly, and having pleasure flying. If games like Flight simulator exists, then we are probably able to create something fun to use.
  • Do not loose the game soul. And why we love playing it over and over again.
Current state of the project :
The game is now playable and online.

World :
Almost everything is done in the code side. I'm currently playing with a V15 map, slightly modified.​
I made an importer able to import any map that is in the Flyff format including their regions, monsters locations, and NPCs.​
World elements (trees, buildings, ect...) have to be pre-imported in a .dae format to make it work properly.​
Visual effect (.sfx files) are importable via a script and linked to the map importer too.​

Characters :
Male only, with no hair or eyes customization for the moment.​
They are fully implemented on the fight side. Able to level up, spend their points in the 4 stats, and gear up.​
The 4 first jobs are in game with a full rework on their spells. No more useless buff or skills, everything is made to be usefull from lv 15 to lv 120.​
The fashion system is fully reworked to be replaced with a kind of relook system. Knights armors on Psykeepers are underrated​
Every attack, defense or stat calculation is reworked.​

Gameplay :
It feels like Flyff. But a bit poor.​
There is a lot of bugs in the game to fix, a lot of must have features that are not implemented yet, a lot to do.​
Much more involving as intended. "Follow" feature removed, Pang removed, every job is created to be able to kill monsters solo.​

Performances :
The game runs with 200+ fps on my computer (Ryzen5 2600X, 16Gb memory, RTX2070).​
A lot of option are available to match your requirements, including Vsync, render distance, maximum fps( implemented) and probably more later to come if needed, as long as Unity allows it.​
I keep in mind a lot of Flyff players does not have a huge setup, so i try my best to keep it at 200+fps on my own computer, to target a 60+ on smaller systems.​

Sides of the game :
A classic website is online. There you can create your in game accounts, download the game, and contribute to the project to earn cash-shop points. Sad but true, servers needs to be paid to run.​
I created a really simple kind of updater. So i can deploy updates.​
A whole API is made to allows game and website to communicate and share information about players. This way you can have a lot of in-game information directly on the website. In fact like we currently have with Azuriom. But why not thinking about new features as the database engine is now using a stable technology.​
Next to come :
I am currently working on a stable and maintainable quest importation and edit system. Trying to reduce bashing as much as possible by quickly having new quests. Then i'll focus on the PvP aspects, as it's what will make the game be really challenging and fun.

Follow the project :
I post a devlog on my discord every 15th of the month to keep the project alive and up to date.
I have a lot of polls that are directly related to question i had during the development.
I have a suggestion channel if you want to submit a feature, modification, or any other kind of thing.
Feel free to join it and invite your friends, there is probably more to see here.



View attachment 277555

View attachment 277554View attachment 277553
How do you handle the server, Atavism or alternative solution? or perhaps, your own custom server net code?
Engine related, why you pick-up Unity instead of UE5? (legit question, not dissing unity engine, just curious)
 
Solo project?
You might want to create a new thread so people can also discuss with your progress and so on...


How do you handle the server, Atavism or alternative solution? or perhaps, your own custom server net code?
Engine related, why you pick-up Unity instead of UE5? (legit question, not dissing unity engine, just curious)
The creation of Unity is mostly based on default settings and does not require separate special settings, allowing individuals to create new games,
UE5 basically does not have this default setting, and each item needs to be set up and debugged separately. If you create a game for yourself, there will be a lot of tedious engineering and workload, but as you know, the advantage is that UE5 has better performance and supports C++

My personal opinion does not represent the author.
 
Solo project?
You might want to create a new thread so people can also discuss with your progress and so on...


How do you handle the server, Atavism or alternative solution? or perhaps, your own custom server net code?
Engine related, why you pick-up Unity instead of UE5? (legit question, not dissing unity engine, just curious)
The server side is managed with fishnetworking. I first tried mirror but the performances were so low that i had to migrate to another network system. This one seems working good.

I picked Unity mostly for the simplicity to create something as an indie dev, as wangqqyi said. Easier to get deep into, a lot of things are already "prefilled" so i dont have to deal with it for the moment. That's the main reason this game does not looks as pretty as we would expect when using Unity. I did nothing on the rendering side.
At the time i was picking my engine, i didnt heard about Godot, but it could be a better choice. The bas thing about Godot is its community and assets store that could be really tiny compared to Unitys.
 
Was fishnet tested on an MMORPG? Like can it load thousands of concurrent players online?
Edit:
You also have plans to put this into steam or other platform?
Copyright aside, is FlyFF actively being developed (im out of touch about this game and its dev cycle).
So if its an abandoned MMORPG, it can be put to steam and when time comes, you just need to update the assets since technically everything you ported is your own code from scratch.
 
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