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

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 […]