· Engine & tools
Client pipeline and custom server engine
The recording divides MMORPG development into two core technical parts: the game client and the game server. Scars of Honor is framed as a project whose early development required learning both the content pipeline for a playable client and the architecture for a scalable online backend.
Game client pipeline
The client side is described as requiring four broad areas of knowledge: programming, 3D modeling and character design, animation, and use of a game engine. The stated goal is not complete mastery of each discipline, but enough understanding to follow the full asset pipeline from creation to implementation.
Tools named in this process include Blender, Maya, ZBrush, and Substance Painter. The recording also references common material and texture concepts such as normal maps, ambient occlusion, and emission. Simple rigging and animation are presented as part of the same learning path.
For engine choice, Unity is identified as the engine used for the early prototype, while Unreal Engine and Godot are mentioned as possible alternatives. The emphasis is on choosing an engine and learning how to integrate assets into a working game rather than treating one engine as the only valid option.
Functional prototype capabilities
The early client is said to reach a basic but meaningful playable state. It supports logging in, character movement, chat, and spell casting. These features are presented as proof that a minimal MMORPG loop can be assembled before a project reaches commercial production quality.
Custom MMO server development
The server side is described as the more intimidating part of MMORPG development because of scalability, performance, and cost. The recording argues that available server solutions can be unsuitable due to pricing, performance limits, per-concurrent-user charges, or technology choices that do not match the project's goals.
In response, the creator states that the Scars of Honor server engine is built from scratch. The custom work reportedly includes networking, database handling, connection management, and overall server architecture.
Technical rationale
The custom backend is justified on the basis of cost control, full technical ownership, and performance. C++ is specifically cited as a reason for the approach, with the recording contrasting it against solutions that rely on garbage-collected environments.
By the time of the recording, a dedicated team is said to be working on the server engine. The video also indicates plans to reveal the technology more broadly in the future, though no detailed release terms are given in the captions.
Source
- Recording:
Making an MMORPG As Your First Game - YouTube: Watch on YouTube
- Published: Thursday, August 14, 2025 at 3:04 PM UTC
