Might is Right

Death Animation

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Previously we had no death animation in the game, when a character dies – it would just fly up. That does not look good, no surprise really. Over the past few days I added a new particle effect into the game which turns an object into a bunch of particles, this has seen first usage […]

Might is Right

Path editor

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Meep game engine (our engine) has a concept of a path. A path is something that an object can follow, like an arrow flying from point A to point B, or a character walking somewhere. We want to add some birds into the game, and the easiest way to do that is using these paths. […]

Might is Right

Working on Critter AI

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Implementing critter AI, so far got the prototype working. AI is done using Behavior Trees, only a few lines of code: RepeatBehavior.from( SequenceBehavior.from([ PickWanderPathBehavior.fromJSON({ radius: 5, anchor, distance, axis }), StartAnimationBehavior.fromJSON({ name: wanderAnimation, repeatCount: Number.POSITIVE_INFINITY }), ParallelBehavior.from([ new CheckPathEndBehavior(), WaitForEventBehavior.fromJSON({ event: PathFollowerEventType.EndReached }) ], ParallelBehaviorPolicy.RequireOne, ParallelBehaviorPolicy.RequireAll ), StopAnimationBehavior.fromJSON({ name: wanderAnimation }), StartAnimationBehavior.fromJSON({ name: idleAnimation, repeatCount: […]

Might is Right

Kickstarter for Might is Right

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We have launched a kickstarter campaign to help us improve the game, build more assets re-work existing ones. The game is in a mostly finished state, but we wanted to reach out to the community and ask for help to make sure the game comes out in the best possible state! We hope you will […]

Might is Right

Texture optimization

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The game has around 70 unique textures of various sizes, these take a while to decode, around 1.5 seconds in total. 1.5 seconds is not long, the problem is that this occurs when a texture is first loaded into the memory by render, when this happens decoding is triggered, which freezes render thread for the […]

Might is Right

Managing tons of effects

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It is theoretically possible to get more than 50 effects on a character, from potions, talents and various other sources. This kind of situation is rare, but it gets more and more likely as the game progresses and the player accumulates power. A simple way is to hide some of that information Now, if you […]

Might is Right

Difficulty options

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Today we added difficulty setting to the game. Traditional choice is to offer pre-defined levels such as: easy normal hard We wanted something a bit more flexible, and something that would offer more information to the player about what it actually means to play on an easier/harder level. Our difficulty options come as a set […]

Might is Right

Teaching AI to defend settlements

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After the introduction of the Strategic AI we had a problem: enemy would capture the player’s settlement, but then leave it empty and undefended. It’s pretty boring to have to spend your turn just to take back an empty settlement. Quite unrewarding. So I have spent some time creating an AI module that allows the […]

Might is Right

Prediction UI

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When we started out work on Might is Right, it was intended to have really simple combat mechanics. Over the years, this vision has changed to where now the combat is quite intricate with many stats, modifiers, triggers and effects to keep track of. Various testers told us “Hey, it would be so cool to […]