DEVLOGS

My first week in Million Victories

I thought putting this article for after a month in the studio, but then it felt too long to wait, and a one-day impression would be too early to say anything since it’s always a busy/confusing day to begin with. The first week seems the best choice to...

Production Update #1

Hello everyone, Today we are starting a new series of blog post : Production Update. Production Update posts are going to details where we are with our current work in progress title: Million Lords! We have just achieved our latest milestone: Beta with success, and...

How to optimize the display of a high number of sprites

Displaying the map of Million Lords smoothly on mobile is a constant challenge. The game contains a very high number of hexagonal tiles, all of them with different color values, different sprites, etc… On top of that, the world map is …

Gamescom – #7 devlog

Hey there. A little less technical devlog here. We've got some good stuff coming up next week, courtesy of Ralph 🙂 . He wrote the article on finite-state machine in Unity already if you want to check it out. But that's for another time - now I'm here and I'm glad to...

QA testing and video games – #6 devlog

One of the most important but also frequently overlooked job (despite being incredibly useful) in the video games industry is the QA tester. To become a QA tester, you need to have solid organizational skills and a problem …

API Load Testing with Gatling

  At Million Victories, we have reached a point where we want our game to be put under heavy stress, to test its resistance to a high load of user calls. There are many tools providing such features : we chose Gatling, a popular open source framework for load...

Game UI : so much to sort, so little space – #5 devlog

Here we are, the second devlog about the UI of the game Million Lords! In the last devlog (you can find here), we talked about the combat reports. Now it has been almost 2 months since this devlog and the global UI of the game has considerably changed since. We’ve had...

Project management in video games – Tricky but worth it

Today I am going to talk to you about project management in video games. For some people, project management for an indie game team might sound a bit superficial. If you’re one of them, you might be wondering: “Why would we even need a plan to make a game?”. Well, if...

Game assets creation process at Million Lords

It's time for an art related devlog ! We've talked about a lot of other elements of the process of creating a video game (Pathfinding, Game UI, Finite state machine, Unity Cloud Build...). It can be difficult to get or create assets as a game dev. You can wonder for...

Follow-up Geek Touch – #4 devlog

The convention is done Aaaand, it’s over! Last saturday and sunday were two tiring but really amazing days. More than 140 people signed up to test our game. It might seem small, but the Geek Touch was quite small itself so we are …

A video game convention, finally – #3 devlog

Convention and competition Hey everyone what’s up 🙂 Time for another devlog ! Million Lords is approaching its next milestone : we are exposants in a convention (yay!)! We’re going to have a small booth at the Japan & Geek Touch …

The finite-state machine with Unity

What is a finite-state machine (FSM) exactly? A finite-state machine, also called FSM, is a mathematical model. It can be in only one state at a time, among a finite number of states. If you need an example of a finite-state machine: in our case for Million Lords, to...

Introduction to Pathfinding with Million Lords

Introduction to the game and pathfinding In our game Million Lords, the players can move their units from one city to another. It can be to either strengthen or to go attack an enemy city. The infinite procedural mapping is based on a hexagonal tiles system. The road...

How to improve your game dev workflow with Unity Cloud Build?

Quick introduction Unity3D is a extremely useful game engine that spares you lot of efforts when you develop your game for multiple platforms. In the early stages of Unity, it was very difficult to have a smooth workflow with a small team. Everything needed to be done...

Game UI is your friend – #2 devlog

Hi everyone, it’s time for our second devlog for our game Million Lords! The game's combat report As our fellow game devs might already know, developing a good game UI is an essential and thought wracking step in creating a game. It’s important to create an interface...

Art? What is art? – #1 devlog

Hi everyone! For this very first post of the devlog, talking about art seemed like a good place to start. Million Lords Concept Art The art of Million Lords went through (and still does) a lot of changes and the art of the game has a pretty interesting story. We’ve...