- 52
- 1 051 492
UnitOfTime
Приєднався 19 лип 2021
Making games and other things.
Mythfall Devlog: Adding more event bosses
⁍ Play: mythfall.com
⁍ Discord: discord.gg/63YeahMKfJ
⁍ Patreon: www.patreon.com/UnitOfTime
⁍ Github: github.com/sponsors/unitoftime
⁍ Twitter: UnitOfTime
// Description
This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Core Keeper. My goal is to make a game with interesting build combinations, and fun, replayable dungeons.
⁍ Discord: discord.gg/63YeahMKfJ
⁍ Patreon: www.patreon.com/UnitOfTime
⁍ Github: github.com/sponsors/unitoftime
⁍ Twitter: UnitOfTime
// Description
This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Core Keeper. My goal is to make a game with interesting build combinations, and fun, replayable dungeons.
Переглядів: 533
Відео
Mythfall Devlog: Adding More Player Progression
Переглядів 834Місяць тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: Adding a skill tree
Переглядів 2,2 тис.3 місяці тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Music 1. StreamBeats: streambeats.com/ // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad ...
Mythfall Devlog: Collection Log and Stat Rework
Переглядів 2,6 тис.3 місяці тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Music: 1. StreamBeats: streambeats.com/ // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad...
Mythfall Devlog: Building a Tutorial
Переглядів 7814 місяці тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Music: 1. StreamBeats: streambeats.com/ // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad...
Mythfall Devlog: Hacking Go Plugins for hot code reloading
Переглядів 2,7 тис.4 місяці тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Links: 1. github.com/traefik/yaegi 2. pkg.go.dev/plugin 3. github.com/hashicorp/go-plugin 4. github.com/edwingeng/hotswap 5. github.com/air-verse/air // Music: 1. StreamBeats: streambeats.com/ // Description This week I talk ab...
Mythfall Devlog: Custom Immediate Mode UI
Переглядів 1,6 тис.4 місяці тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Links: 1. ua-cam.com/video/d8cfgcJR9Tk/v-deo.html 2. github.com/Chlumsky/msdf-atlas-gen 3. www.redblobgames.com/x/2404-distance-field-effects/ 4. www.redblobgames.com/x/2404-distance-field-effects/distance-field-effects.js 5. w...
Mythfall Devlog: The Volcanic Forge
Переглядів 1,4 тис.5 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: A streamer played my game!
Переглядів 2 тис.5 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Sebchoof ⁍ Channel: www.youtube.com/@sebchoof ⁍ Mythfall Video: ua-cam.com/video/SipIVsXC8cw/v-deo.html // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a...
Mythfall Devlog: The Ancient Ruins
Переглядів 6 тис.7 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: The Succubus Lair
Переглядів 2,4 тис.8 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: Banks, Boots, Hairstyles, and the Hanging Temple
Переглядів 1,9 тис.9 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: My game got banned at a middle school
Переглядів 3 тис.10 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: The second year of development
Переглядів 3 тис.11 місяців тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
Mythfall Devlog: A bullet-hell browser MMO
Переглядів 11 тис.Рік тому
⁍ Play: mythfall.com ⁍ Discord: discord.gg/63YeahMKfJ ⁍ Patreon: www.patreon.com/UnitOfTime ⁍ Github: github.com/sponsors/unitoftime ⁍ Twitter: UnitOfTime // Description This week I talk about the current state of Mythfall and all the features I've recently added. Mythfall is a bullet hell browser MMO inspired by games like Realm of the Mad God, Archvale, Enter the Gungeon, and Bind...
I scaled my MMO to 100 concurrent connections
Переглядів 3,8 тис.Рік тому
I scaled my MMO to 100 concurrent connections
Adding item abilities and 20 new items
Переглядів 1,1 тис.Рік тому
Adding item abilities and 20 new items
How I reduced my networking bandwidth by over 50%
Переглядів 1,9 тис.Рік тому
How I reduced my networking bandwidth by over 50%
New weapons, monsters, and some dungeon walls
Переглядів 867Рік тому
New weapons, monsters, and some dungeon walls
Instanced Dungeons and the First Raid Boss
Переглядів 1,1 тис.Рік тому
Instanced Dungeons and the First Raid Boss
Adding loot, drop tables, and a doing a little cleanup
Переглядів 1,4 тис.Рік тому
Adding loot, drop tables, and a doing a little cleanup
Wave Defense, Spatial Hashes, and the Pain of Browser Issues [MMO Devlog]
Переглядів 2,3 тис.Рік тому
Wave Defense, Spatial Hashes, and the Pain of Browser Issues [MMO Devlog]
Faster Renderer, New Minimap, Dockerization, and Service Health Monitoring [Golang MMO Devlog]
Переглядів 6 тис.Рік тому
Faster Renderer, New Minimap, Dockerization, and Service Health Monitoring [Golang MMO Devlog]
I spent a year building an MMO from scratch
Переглядів 8 тис.Рік тому
I spent a year building an MMO from scratch
Handling Player Logins and Logouts [MMO 15]
Переглядів 1,6 тис.2 роки тому
Handling Player Logins and Logouts [MMO 15]
Building a fast ECS on top of a slow ECS
Переглядів 34 тис.2 роки тому
Building a fast ECS on top of a slow ECS
I admire your work, but I’m wondering if you’ve ever considered using a "more appropriate language" like Odin. It’s essentially Golang + Jai in terms of syntax, and it doesn’t have a garbage collector, which is a significant advantage in the game development world. This means you wouldn’t have to fight with the garbage collector (and GC, if you would use C bindings) during your current stages of game development. I love Golang - I'm using it at work and using it on a side projects, but I've been torn apart between whether Golang is fitting to the game dev. Or maybe Golang is the right level of abstraction for you.
Thanks! Yeah I haven't looked much into the recent "C-replacement" type languages like Zig, Odin, Jai, etc. In Go, desktop the GC times are much reduced because the majority of GC time runs concurrently with the rest of the application, then the GC "freezes" the main app for some microseconds to clean up. On browser (WASM), all GC phases phases block the app because WASM has a single thread, I've observed this getting into the milliseconds in some cases if I allocate too much garbage. For CGO performance, I haven't ever observed that to be an issue, though it no doubt counts towards some of my time spent rendering (which is the vast vast majority of each frame time in Mythfall) I think Golang is definitely viable, but there will definitely be some time spent optimizing hot functions, but I can only assume that'd happen in every language. But overall I'm pretty content!
@@UnitOfTimeYT Thanks for the reply! But if we are talking from learning/improving ourselves stand point, if you could start all over again, would you still choose Golang? I mean, considering that you picked Golang for both your game and its backend, have you gained more insights about Golang that you might not have discovered if you had only used it for the backend of an MMO while developing the actual game in a system language like Odin
@@kidpudel I'm pretty happy with the Golang choice. Theres a few annoying things about it, but nothing that I cant find some workaround to fix. I think if I chose a different language like zig, odin, rust, C, c++, etc. Those would all have just different sets of painpoints. I don't think there is an objectively "best" language for doing something. But if I had to restart everything from scratch with the knowledge I have now, I might pick a language that "feels" good and has a bunch of well written 3rd party libraries that do things I need done. One thing I'm very happy about is only having one language in my stack. Personally I find it very painful to have multiple. So it's very convenient just to have one. Hope that helps!
Just match slope
rotmglike... golang... mmo... awesome
This is 2.5d. In 2d you'd either see the ground and obstacles from top down, or walls and obstacles. Never both. 2d vision is 1d unless you count depth.
Nice:) but on what CPU and GPU did you run the the test? Because I can render about 300 000(almost double the number of 10 million /60 = 166 666) sprites at 60fps using SDL2, using RTX 3070, intel i7-10700F CPU cpu.
IIRC, the computer I ran this on had an i7 8700k and a GTX 1070.
@@UnitOfTimeYT Glad to know, thanks. Cool, I guess SDL2 is pretty good then (as cpus are nearly the same in single thread performance and gpu isn't a major bottleneck here) ;) .In case you are wondering, SDL2/3 has a RenderGeometry() function that let's push a bunch of triangles to the gpu with a single draw call. That's how you can implement efficient sprite batching there.
What's the reason for using an SDF? If you're already rasterizing a font, normally you'd just rasterize at a larger font size, right? Only reason I'd use an SDF typically is for text that is on a 3d surface that the user can approach in first person or rotate like a CAD model. Good for handling 3d perspective distortion while minimizing artifacts. For normal UI rendering I'd rasterize into multiple font atlases as a build step and pick the closest size at runtime. (Usually though I rasterize at runtime in exactly the right size.) Good pixel fonts come in multiple sizes too, so you could just pick a size that evenly divides the closest to the size you wanted.
Yeah. definitely valid points. And I do agree, I think the major use case for SDF is 3D. In my case I just have so many different font sizes, and also wanted features like font borders and maybe glow. So I just opted to use SDF as a replacement for rasterizing multiple texture atlases. My renderer doesn't yet support automatic texture batching, so I have to do everything statically. I gave up on pixel fonts I just had too much trouble getting them to work and be readable for multiple DPIs. Integer scaling was kind of a pain, I needed to get like a 1.5 or a 0.5 scale for the font which wont work for pixel fonts. So I gave up some precision just to have a single font rendering solution that worked for my entire game. I think the solution I have now mostly looks good. There are a few areas where I have troubles, mostly when the text size gets really small.
You haven't been on for a while... Working hard I assume?
Oh you are noober aern't you?
Yup! Always got something cooking! I'll play on an alt sonetimes. But yeah noober was me at least yesterday lol
Just tried it out and showed to some friends, it's a good game. Maybe you could make the base world a little more interesting in the graphics/sprites part, the dungeons are awesome, but the base world fells a little empty and plain.
Hmm yeah good point. I'll definitely keep improving it! Glad you enjoyed it!
@UnitOfTimeYT Awesome!!😄😄
Looking good! Tried it out, it's pretty fun.
Thanks! Glad to hear it!
ey, really nice game, it's clear that you put a lot of work into it
That IGN at 5:50 tho
Ah yes, long hair = girl Jokes aside, nice work!
Thats a tunnel generator, not a dungeon generator...
Excellent approach and use of algorithms!
4:25 Why cant we just loop over the health array directly and add a variable inside the Health component to check if it is used by the entity
In that scenario, your 'for' loop that you must execute must check every single entity in the game, rather than only having to check every single entity that contains the health component. If your building a simple game without lots of entities, then this probably wont impact performance very much. But, laying out the memory in the ECS way that I describe gives you pre-filtered arrays that you can loop over. Rather than manually filtering at loop execution time. Hope that helps!
super clever..... i love game dev <3
do we lose our used crystals when we die?
Yeah it's a permadeath/hardcore MMO. So you lose your character and items when you die. I might make a "normal" mode tho bc it can be a bit punishing
@@UnitOfTimeYT oh cool, thanks for telling
The begginer experience has become way more fun as of late, I've genuinely been enjoying getting back into the game recently, but I have noticed that the teleporters are too pricey to unlock, they're very nice quality of life, but getting gear is already so expensive, unlocking teleporters feels like more of an endgame specialty rather than an accessible feature, since it costs rare items that are used in so many of the crucial item recipes for most builds. Also the wishing well rooms feel quite underwhelming, they're cool but definitely need to do more than drop items you already get from regular enemies. Stuff like rarely dropping unique items (such as hearts etc, even in like 2% drop rates) Even if it would mean having them be a mini boss rather than just a free item drop.
Thanks! And thanks for the feedback. Yeah a few other have mentioned the same thing about teleporters. I'll likely rework how they are priced. It probably makes more sense for teleporters to be unlocked But I'm glad to hear you think the new player experience is improving. Next patch will hopefully improve it even more with an objective tracking system and dynamically spawning events in the sphere.
Also the slime and new iron golem design is sick and don’t forget the bees
Keep working HARD we love your game
I love your game we found a way to unblock games just to play it
I love your game we found a way to unblock games just to play it
That’s my school lol
I'm really impressed by how responsive the game is given that it's in a browser. Could you do a piece of content on how you're handling the networking and client prediction?
Thanks! Yeah it was a bit of a challenge to build out. The biggest tricks I used was using webrtc for my networking which gives me UDP-ish latency spikes (which is better than TCP) and also making the game deterministic so that I can simulate things on the client and server with minimal errors. gafferongames.com/ has some good articles about game networking which I refer to often.
Love this devlogs, KEEP THEM COMING!
Lots of progress this devlog, looking forward to the next!
I'm hoping for 2 things: chat titles Toxic players being banned or ignored wbu Roger?
@@Arpeeguy Sphere event bosses respawning, more special rooms in dungeons, chat functionality/interaction like ignoring/blocking players, even reporting functionality would be nice!
looking good!
Ayyy wassup
That’s crazy helpful thanks!
Damn the part where he finishes the interesting video was crazy
Mythfall is fun and amazing. You are an incredible programmer.
Thanks! Glad you're enjoying it!
Ugh, I want this in Unreal Engine haha I also dislike the grid systems out there
King Quest: ha, NO.
I started making videos on Mythfall. I am from the middle school that banned Mythfall. It brings me joy how far this game has come since then!
Thanks buddy! Appreciate that. Happy to hear you're still following along!
I imagine this would also work for ledges where you make them essentially act like conveyor belts so when the player walks off an edge like the dark gray one on the screen it just zooms you downwards as if you fell
Or you can just be like factorio and make the cliffs walls and combine that with the power of optical illusions
🙏Encouraging to see this video! Thank you!! I was becoming slightly hopeless this morning when I modestly bumped the number of objects drawn 100 -> 2k and saw a hit on FPS, despite an almost trivial setup here. I haven’t yet optimized to do batching, but even so.. 2k draw calls and associated paraphernalia seemed too little to drop below 60fps. Another thing I haven’t yet figured out is why even a single GL call per frame takes the frame time to 16ms… smth i’ll have to dive into. 🫡
nah really???
Well Go has iterators now since 1.23 released.
Great video
this isn't top down though. this is more 2.5D, pseudo-isometric
no but I wonder why I cant no longer skip a part of a short on youtube.
I really wonder how something like this works for the older Mario and Luigi games, where it’s all really 2D
how 99% of stack overflow questions are
This is one of the best game dev channels on yt, thanks for all the good info!
What command did you use to compile rust? -C opt-level=3?
Just checked my build script, because it's been a while. I used `--release` which I believe uses a profile with opt-level=3
remind me alot of how the map looks like in eve online
In your first little example, it would make more sense to have position but not velocity. I dont see why something would have velocity and no position.
Im using these episodes as an entry for golang, and I think i hit jackpot. All other tutorials are really vague, its really nice to see all these different concepts applied to a single project.
Rotmg + Archvale?
Yep!
@@UnitOfTimeYT B) sick