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Ocean View Games
Building an MMORPG With a Core Team of Four

Building an MMORPG With a Core Team of Four

How we led development of Domi Online, a soulslike MMORPG with no level caps, handling everything from 64-bit progression and server-authoritative gameplay to combat, quests and environment art.

Summary

The challenge
An open-world soulslike with no level or skill caps, an economy that cannot trust players, and a long stretch of development before it earns any money.
What we did
David led development. With Adam he built 64-bit progression, combat, quests and skilling, the environment art and the levels, while Brinca led the server-authoritative networking.
The result
Closed alpha stress tests of up to 500 players on a single server, 10,000+ interactive trees at 100fps or more, and five engine upgrades without a rebuild.
Domi Online is a soulslike massively multiplayer online role-playing game (MMORPG) with no level caps and no skill caps, set in a large open world where progression never stops. It combines the long-term grind of classic MMORPGs with harsh, high-stakes combat, and it needed to be built by a very small team. David was hired first as lead developer, after an initial code review impressed the founders. Adam joined as a senior Unity developer, and Brinca led networking as the project's network engineer. All three were part of the core team of four that built the game, with a scope that would normally call for a much larger studio. Nobody on a team that size gets to be just a programmer. David and Adam built the user interface (UI), combat, quests and skilling systems, and also created the environment art and designed the levels. Domi Online secured backing from investment partners including Avalanche. We also sat down with the Domi team for an in-depth interview about the project. David was hired as lead developer in 2021 and later became a director and shareholder of Domi Online.
The challenges Domi Online set, and how the team met them
AreaThe challengeWhat we built
ProgressionNo level or skill caps, so values grow without limit64-bit values end to end, from client to server to database
NetworkingA competitive economy that cannot trust the clientServer-authoritative gameplay with FishNet
Running costsA long pre-revenue period with servers always onThe full closed alpha ran on a single AWS EC2 server in Ireland
EnvironmentsDense forests where every tree can be chopped10,000+ GPU-instanced trees, swapped for interactive stumps on demand
EngineA multi-year project on an ageing Unity versionUpgraded through every Long Term Support (LTS) release, from Unity 2020 LTS to Unity 6.3
TeamMMORPG scopeA core team of four
Progression Without Limits

With no level or skill caps, player numbers keep growing for as long as people play. A single 32-bit value anywhere in the pipeline would eventually break.

64-Bit End to End

64-Bit End to End

Stats, experience and other player values use 64-bit integers throughout the client, server and database, so no value is lost or wrapped by a 32-bit limit anywhere along the way.

Built for the Long Grind

Built for the Long Grind

Players can progress indefinitely without the maths overflowing, keeping the leaderboards meaningful for years rather than months.

Bandwidth Kept in Check

Bandwidth Kept in Check

Wider values mean more data to send. Network messages were kept lean so 64-bit progression did not inflate bandwidth costs.

A Lean, Server-Authoritative Backend

Domi's economy depends on players not being able to cheat, and its budget depends on servers that do not cost a fortune to keep running.

Server-Authoritative With FishNet

Server-Authoritative With FishNet

Gameplay runs on the server, not the client, so players cannot fake results. Networking was led by Brinca, the project's network engineer, who recommended FishNet for the job.

One Server, Full Alpha

One Server, Full Alpha

All four closed alpha stress tests, with up to 500 players, ran on a single AWS EC2 server in Ireland.

Running Costs First

Running Costs First

An MMORPG's servers run constantly, long before it earns money. Keeping the infrastructure small and bandwidth lean meant budget went into the game rather than hosting.

Building the World

David and Adam did not just write the code. They built the world players explore.

10,000+ Interactive Trees

10,000+ Interactive Trees

Forests use GPU instancing, and each tree swaps to an interactive stump only when a player chops it. The result runs at 100fps or more on ultra settings on an RTX 3090 and an RTX 4070.

Environment Art and Level Design

Environment Art and Level Design

Biomes, from dense forests to deserts and snowfields, were built and laid out by the development team itself.

Gameplay Systems

Gameplay Systems

UI, combat, quests and skilling were all designed and built in-house by the same small team.

Keeping a Long-Running Project Current

A multi-year project cannot stay frozen on the Unity version it started on.

Unity 2020 LTS to Unity 6.3

Unity 2020 LTS to Unity 6.3

The project was upgraded through every LTS release, from 2020 LTS, 2021 LTS and 2022 LTS to Unity 6 and Unity 6.3.

Upgrades Without Restarting

Upgrades Without Restarting

Each upgrade was done in place on a live, growing codebase. Nothing was rebuilt from scratch.

Lessons for Client Work

Lessons for Client Work

The same upgrade experience now informs our legacy modernisation work for clients.

The Results

500 Players on One Server

Four closed alpha stress tests, with up to 500 players, ran on a single EC2 server in Ireland.

10,000+ Trees at 100fps+

Dense, fully interactive forests on ultra settings, on an RTX 3090 and an RTX 4070.

Five Engine Upgrades

The project moved from Unity 2020 LTS to Unity 6.3 without a rebuild.

What the Client Said

“Initially hired David to review code for the game at a very early stage and was blown away by his abilities and after a round with the board we hired David as lead developer for the project. He brought with him other developers who also did great work and I can say with full confidence there would be no Domi Online without their expertise.”

Pellek

Creative Director / Co-Founder, Domi Online

Building an MMORPG with four people meant learning to do everything, from networking to environment art. We bring that range to every client project, whether the game is tiny or huge.

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