15:06 - Could you have dynamic patterns? Depending how many people are in the room, the boss changes slightly You have health scaling which helps, but that tends to just slow the fight not make it harder ^^
@@UnitOfTimeYT Good luck with it :D Ive been getting back into dev so ive added your devlogs to my "listen while i work" feed, and am looking forward to hearing how stuff shapes up
I'm glad you're improving loot tables, when I first played the game it was super annoying to get decently far into progression, die, and have to grind for hours to get back to where you were. hopefully it will be less annoying now
as long as theres endgame dungeons added every so often ill never have a reason to stop playing, bc I think its rly fun to just repeatedly do the hard dungeons because they feel actually skillful to complete, so the game is headed in atleast some right direction.
Just found out your game exists, sounds so interesting. When you mentioned that almost all bullets pierce infinitely, wouldn’t be interested to have different types of bullets, like some pierce infinitely, some pierce a certain number of times (like colored balloons in BTD) and some even bounce like once or twice (but only if they hit players to not make it too chaotic)
Thanks! Yeah the code actually supports piercing a certain number of times. I kind of found it a bit hard to track for players if it was a set number (and not infinite), but I might do certain player weapons that pierce certain numbers of times. I like the BTD analogy though!
nice! when it comes to the trading thing, you should probably have the window that showcases the items functionality to the dropped bags aswell, just having the icon appear isnt enough because it looks really awkward and hard to distinguish what item it is because of how small it looks, thats gonna help deal with the scamming problem and make it more convenient and safe for new and old players alike.
This was really cool to watch. At some point I'm gonna have to go back and watch all the dev logs. Making, balancing, and maintaining a multiplayer game is no small task. Hats off to you for taking on the challenge. Any particular reason you chose Golang? I'm curious. Keep up the great work!
I chose Golang mostly because I like how the language is structured. I like the simplicity and the concurrency primitives. Then having the GC makes managing object lifetimes really easy. In some cases I have to manually track/reuse segments of memory for performance reasons, but I only have to do that occasionally for hot code paths - so it's not too bad. I think any language could have worked. I just figured if I was going to spend an enormous amount of time on something, I may as well choose a tool that I like using. Thanks for watching!
Mythfall is pretty much made from scratch. But I do use some libraries in places if I can. There are some good Golang gamedev frameworks out there though, but I'm not really using them atm.
hey unit i have a idea for a item maybe a ring or a helmet so the thing that is dose is it will break when you die but you will keep your invtory so its easier to umm get back on track i guess
keep up the good work! cant wait for what the future holds for this game :)
Thanks! Me too! :)
15:06 - Could you have dynamic patterns? Depending how many people are in the room, the boss changes slightly
You have health scaling which helps, but that tends to just slow the fight not make it harder ^^
Yeah that's true. I'll have to experiment around a bit I think, but I do like that idea
@@UnitOfTimeYT Good luck with it :D Ive been getting back into dev so ive added your devlogs to my "listen while i work" feed, and am looking forward to hearing how stuff shapes up
I'm glad you're improving loot tables, when I first played the game it was super annoying to get decently far into progression, die, and have to grind for hours to get back to where you were. hopefully it will be less annoying now
Yeah I agree. It's still a work in progress but it's definitely gotten better. But ill keep working at it!
I can only imagine the feeling as a dev having that many players on! Must be exciting. Best of luck with the project
as long as theres endgame dungeons added every so often ill never have a reason to stop playing, bc I think its rly fun to just repeatedly do the hard dungeons because they feel actually skillful to complete, so the game is headed in atleast some right direction.
Glad to hear it!
This is exactly the type of game ive wanted to make, maybe ill give it a shot.
Just found out your game exists, sounds so interesting. When you mentioned that almost all bullets pierce infinitely, wouldn’t be interested to have different types of bullets, like some pierce infinitely, some pierce a certain number of times (like colored balloons in BTD) and some even bounce like once or twice (but only if they hit players to not make it too chaotic)
Thanks! Yeah the code actually supports piercing a certain number of times. I kind of found it a bit hard to track for players if it was a set number (and not infinite), but I might do certain player weapons that pierce certain numbers of times. I like the BTD analogy though!
nice! when it comes to the trading thing, you should probably have the window that showcases the items functionality to the dropped bags aswell, just having the icon appear isnt enough because it looks really awkward and hard to distinguish what item it is because of how small it looks, thats gonna help deal with the scamming problem and make it more convenient and safe for new and old players alike.
Loving the direction the game is going in! Rapidly getting better :)
Thank you buddy!
This was really cool to watch. At some point I'm gonna have to go back and watch all the dev logs. Making, balancing, and maintaining a multiplayer game is no small task. Hats off to you for taking on the challenge.
Any particular reason you chose Golang? I'm curious. Keep up the great work!
I chose Golang mostly because I like how the language is structured. I like the simplicity and the concurrency primitives. Then having the GC makes managing object lifetimes really easy. In some cases I have to manually track/reuse segments of memory for performance reasons, but I only have to do that occasionally for hot code paths - so it's not too bad. I think any language could have worked. I just figured if I was going to spend an enormous amount of time on something, I may as well choose a tool that I like using. Thanks for watching!
@@UnitOfTimeYT Thanks for answering my question. Best of luck going forward! You using any frameworks? Or just hacking it together from scratch?
Mythfall is pretty much made from scratch. But I do use some libraries in places if I can. There are some good Golang gamedev frameworks out there though, but I'm not really using them atm.
@@UnitOfTimeYT Ah, that's awesome! Thanks again for taking the time to answer my questions. I look forward to the next dev log!
That IGN at 5:50 tho
kinda interested for this because of realm of the mad god
opacity on players so cool
hey unit i have a idea for a item maybe a ring or a helmet so the thing that is dose is it will break when you die but you will keep your invtory so its easier to umm get back on track i guess
Good boy
hey unit i need help im on loredel bow, leafy crown and other are obsidi idk what to do like the gear
Anubis chainmail goes well in that build! Gives +1 projectile with bows. Drops from temple of Anubis in the desert
@@UnitOfTimeYT dude my gear sucks and no one talks in chat sadly
he make online game in go
He do.