Width is not the viewport, and 800x600 is not a desktop
Development covered 29 Aug 2026 to 2 Sep 2026 (commit dates). Myriad Immortal Sect runs in a browser, and browsers are not one shape. It runs full screen on a laptop, portrait on a phone, landscape on a tablet, and embedded in a small frame on portals that host browser games. That last one is where my layout rules turned out to be built on an assumption I had never said out loud. The assumption…
Development took place from August 29, 2026 to September 2, 2026. Myriad Immortal Sect is a browser-based game that adapts to different screen sizes, including laptops, phones, tablets, and portals. The layout rules were based on the assumption that width was the key factor in determining the screen shape. However, this proved to be inaccurate in certain scenarios.
The game's embedded builds, which were designed for desktops, were inadvertently given a full desktop treatment on smaller screens, resulting in an unplayable experience for visitors. The new rule is to consider both dimensions when determining the layout of layered elements, rather than relying solely on width. This means that developers should test the smallest total area of each screen, rather than focusing solely on the smallest width.
Additionally, developers must take into account safe areas, such as notches and home indicators on phones, to ensure that interactive controls are not placed within them. The change in the minimap behavior, which now folds itself away after a short period of inactivity, improved the overall user experience by reducing clutter. Other design changes, such as removing mistranslated text and updating item names, have also been implemented to improve the game's accessibility and readability.
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