Always a pleasure seeing a new vid. the AI mechanics are super cool. Gonna run into the same issue myself soon and will definitely be looking into HFSM.
Thanks! Yeah I try to open source what I can. But my main project isn't open source (though it did start open, based on the code in my first few videos). Likewise! Glad to see other people doing the same :)
Bro really said "Roguelikes and MMOs don't mesh well together" ignoring the fact that both have their roots in D&D aka an analogue rougelike mmo. This melange of genres is something I've been planning on doing something with myself for a really long time so it will be really interesting to see how you pull this off.
How does the live update from the yaml file changes work exactly? I'm imagining some kind of websocket or poller that watches the file and applies the changes
I just poll the file modtime and regenerate things if the modtime has changed. It's actually fairly simple. I think there is also something you can do with fsnotify, but I didn't look into it
I'm not using any Go game engines. I wrote my own rendering library and ECS library and I kinda just code inside of that as a framework. You can check out my Github if you're interested, but most of my libs are currently very tailored to my usecase. I might expand them in the future though. If you're looking for a good engine/framework I think Ebitengine is probably the best.
Nah nothing really changed. I'm still using the same underlying OpenGL library that I used for the Go Vs C++ comparison. I basically just use a thin rendering library that I wrote on top of OpenGL/WebGL. It seems to work pretty well. Some things can be painful, though. Like writing text rendering and some special effects. Other than that, I'm pretty happy with it.
looking at your AI script, this is a rotmg private server code LUL, it was stolen from the rotmg hack that leaked the server code, if you go commercial, this will be copyright offence
Hi. This isn't true. I wrote Mythfall from scratch on top of OpenGL/WebGL to run in browser in a completely different language (Mine's written in Golang). I've documented most of it along the way, as you can find on my YT channel and open source repositories. I think what you're referring to is the fact that ROTMG uses an XML based FSMs to manage their behaviors as well. ROTMG has made this info public (I think to let their community design monsters for their game): 1. sites.google.com/decagames.com/xml-documentation/getting-started/tutorial-your-first-monster 2. www.reddit.com/r/RotMG/comments/6y9glk/patch_x170_the_tinkering/ Also, Finite State Machines are very common in games. ROTMG seems to use some form of the open standard SCXML: www.w3.org/TR/scxml/#CoreIntroduction - In my case I'm just using YAML because I prefer it. All this said, Mythfall is inspired by some aspects of ROTMG (and other games! Archvale, Enter the Gungeon), but all of the code and content in it is either licensed or created by me. Hope that helps!
wouldn't it be likely that people would use the same way to write certain code if the function works or is he saying you just copied and pasted the code from ROTMG? Don't think hes viewed your earlier vl's@@UnitOfTimeYT
Look who finally decided to leave his room
luckily I didn't have to leave my room to make this video :)
Great content as always!
Thanks! Glad you liked it!
Great video!
Always a pleasure seeing a new vid. the AI mechanics are super cool. Gonna run into the same issue myself soon and will definitely be looking into HFSM.
Thanks! Glad you liked it! Yeah I've been very happy with HFSM. Its super easy to just swap states and change monster behavior completely
A lot added and improved since the last time. It is fun playing!
Thanks!
Great devlog! Amazing to see other game developers creating open source projects! My game project is also open source!
Thanks! Yeah I try to open source what I can. But my main project isn't open source (though it did start open, based on the code in my first few videos). Likewise! Glad to see other people doing the same :)
nice, great video
Bro really said "Roguelikes and MMOs don't mesh well together" ignoring the fact that both have their roots in D&D aka an analogue rougelike mmo.
This melange of genres is something I've been planning on doing something with myself for a really long time so it will be really interesting to see how you pull this off.
Haha thanks! I'm also interested in how I'm going to pull it off too lol. Yeah genre mashups are always interesting.
Love your game thanks for allowing us to play test it!
Do you have any plans to prevent people from getting hurt when they spawn in on the main map?
Thanks for playing! Yeah that definitely can be annoying. I'll probably add some kind of safe-zone that you spawn into. It's on my list! :)
The only downside of this video is that it ends. Great job!
Haha thanks!
How does the live update from the yaml file changes work exactly? I'm imagining some kind of websocket or poller that watches the file and applies the changes
I just poll the file modtime and regenerate things if the modtime has changed. It's actually fairly simple. I think there is also something you can do with fsnotify, but I didn't look into it
@@UnitOfTimeYT haven't used fsnotify but in the past I've used radovskyb/watcher
Im glad to see an rotmg inspired new game
what Go game engine do you use if you do not mind?
I'm not using any Go game engines. I wrote my own rendering library and ECS library and I kinda just code inside of that as a framework. You can check out my Github if you're interested, but most of my libs are currently very tailored to my usecase. I might expand them in the future though. If you're looking for a good engine/framework I think Ebitengine is probably the best.
bro is a beast killing it with his own paws
@@flannn6 Yea, he is. But it is hard without one
@@UnitOfTimeYT I saw the video about comparing go to c++, did something change? The langauge should be improved
Nah nothing really changed. I'm still using the same underlying OpenGL library that I used for the Go Vs C++ comparison. I basically just use a thin rendering library that I wrote on top of OpenGL/WebGL. It seems to work pretty well. Some things can be painful, though. Like writing text rendering and some special effects. Other than that, I'm pretty happy with it.
Realm of the mad god?
Yeah Mythfall is definitely inspired by ROTMG.
Hi
Hello MrTeco.
looking at your AI script, this is a rotmg private server code LUL, it was stolen from the rotmg hack that leaked the server code, if you go commercial, this will be copyright offence
Hi. This isn't true. I wrote Mythfall from scratch on top of OpenGL/WebGL to run in browser in a completely different language (Mine's written in Golang). I've documented most of it along the way, as you can find on my YT channel and open source repositories.
I think what you're referring to is the fact that ROTMG uses an XML based FSMs to manage their behaviors as well. ROTMG has made this info public (I think to let their community design monsters for their game):
1. sites.google.com/decagames.com/xml-documentation/getting-started/tutorial-your-first-monster
2. www.reddit.com/r/RotMG/comments/6y9glk/patch_x170_the_tinkering/
Also, Finite State Machines are very common in games. ROTMG seems to use some form of the open standard SCXML: www.w3.org/TR/scxml/#CoreIntroduction - In my case I'm just using YAML because I prefer it.
All this said, Mythfall is inspired by some aspects of ROTMG (and other games! Archvale, Enter the Gungeon), but all of the code and content in it is either licensed or created by me.
Hope that helps!
wouldn't it be likely that people would use the same way to write certain code if the function works or is he saying you just copied and pasted the code from ROTMG? Don't think hes viewed your earlier vl's@@UnitOfTimeYT