yo this is a fun game, reminds me of a better version of realm of the mad god. The crafting and upgrade systems are very interesting. I hope to see this project grow and become even more fleshed out ty
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.
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!
seriously this project deserves more recognition
ey, really nice game, it's clear that you put a lot of work into it
yo this is a fun game, reminds me of a better version of realm of the mad god. The crafting and upgrade systems are very interesting. I hope to see this project grow and become even more fleshed out ty
Thanks! I agree I definitely want to keep improving the crafting/progression systems!
Looking good! Tried it out, it's pretty fun.
Thanks! Glad to hear it!
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!!😄😄
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!
rotmglike... golang... mmo... awesome
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