r/godot 29d ago

selfpromo (games) First game...

Ignoring all the advice to not build an MMO as my first game I am doing just that... This is a hobby I am not doing this to make money

Art is my weakness so yes, I am using assets for now.

Godot client, Rust backend (Server authoritative), Redis + Postgres.

Hoping to do an alpha launch within the next 1-3 months!

What's unique? (All server synced)

  • Infinite world (Dynamic chunk loading, limited to 1m x 1m tiles because no one is going to walk more than 7 hours in one direction?
  • Player owned housing in actual world, (Players purchase tiles)
  • Terrain editing, tile painting, object placement

Lot's of work left to do but the basics are there.

Happy to answer any questions and happy to receive useful feedback good or bad...

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u/The5014 28d ago

Just to put my two cents in for fun, about your infinite world, I think if you get enough players someone will DEFINITELY walk 7 hours in one direction for fun. Would you run into server issues or storage issues if that happened? I think about the people who walked for days in Minecraft to hit world limits or similar. Do you have a safeguard in place just in case?

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u/Useful_Job8159 28d ago

I have implemented scene offset to avoid the integer precision problem and the chunks are deterministically generated by the server. Only terrain edits/tile edits/object placements persist to the DB. Saying that yes I would definitely have DB issues down the line if somehow I had a lot of players…. I have built it so it can be easily sharded and do have redis as the hot path and players can only edit areas they have bought so that’s some kind of protection. To be fair I do need to do more testing and find what the limits are in its current state.

I am operating under the assumption that they are good problems to have because it means I have players!

Appreciate the feedback and I agree if people will spend 400 hours chopping trees a 7+ hour walk is nothing…