How to optimize the display of a high number of sprites

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 in constant extension, so it...
Gamescom – #7 devlog

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...
QA testing and video games – #6 devlog

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 solving mindset.   What does a QA...
API Load Testing with Gatling

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

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...