Others have said similar but I disagree, I'm spending $200/m and I can easily burn through my weekly quota with a few overnight goals using 5.6 medium.
I've reverse engineered multiple classic games and turned them into popular, browser-based MMO-like experiences.
I'm also creating a free platform that replaces extremely out-of-date software, some of it only available with mutli-million dollar contracts, to help medical physics professionals with cutting-edge radiotherapy devices used to treat cancer.
Nice! I tried to play https://eternalsagas.com/play but it stalls at 45% loading with the progress bar always at 0 but the music playing.
And out of curiosity, how do you automate testing the porting in the browser that's actually playable etc?
And aren't you a bit scared of hosting and serving the "hairy bits" such as full assets?
Nice job anyway!
Yeah that's my weakest browser game since I've actually transitioned to using a desktop Godot client I haven't released yet. It will load eventually it just takes forever bc the assets are quite large, which is part of the reason I've had to move to Godot. That project doesn't exactly have an active user base which is why it's lower on priority list to fix.
I automate testing playable parts in browser by adding a dev mode that allows text commands for everything instead of having to rely on clicking UI or 3D elements. It can see the full game state in JSON and interact in any way via commands.
And re: IP - I just accept that I might get a C&D any day and have to take it all down. I'm careful to not accept a single penny for any reason and don't even have Patreon. Usually monetizing is what makes IP owners unhappy. And for the Pokemon MMO I just don't advertise it anywhere meaningful since they'll C&D the second they see it. Largely made it for my nephew and we play it together.
It'd be interesting to see what someone could do to turn a 90s era adventure game into an MMO! I never played the game myself but I think basically any game dev project that modernizes stuff is really neat.
5.6 medium is pretty good at implementing moderately complicated things as long as you've done a good job specking out the types and the API contracts and acceptance criteria.
I can pretty easily burn through my weekly quota over several agent coding hours with minimal supervision when tasked with some pretty large but well-planned refactors.