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My own interface kept spoiling the biggest moment in the game

Development covered 23 Sep 2026 to 23 Sep 2026 (commit dates). A climax depends on not knowing the outcome until it arrives. Films get this for free, because nothing else is on screen. A game has a whole interface around the moment, and every part of that interface wants to report the new state the instant it changes. In Myriad Immortal Sect, the heavenly tribulation is the climax. You press a…

Myriad Immortal Sect had a climax that depended on an uncertain outcome. The game interface surrounding this climax was problematic, as every part of it wanted to report the new state the instant it changed. During the heavenly tribulation, the game provided clues about the result before the storm even finished gathering. Six different parts of the interface revealed the answer prematurely.

These included the result card, applying the new level immediately, toasts for surviving the tribulation and unlocking new tabs, a notice of a new volume in the companion novel, and the realm name in the top bar. The level number over the character's head also showed the live value, causing discrepancies during the storm. Moreover, a random destiny event could appear during the storm, further complicating the situation.

To fix these issues, every readout needed to show the state from before the button was pressed while the tribulation was pending. This approach ensured that events were deferred rather than dropped, and any destiny rolls that were skipped during the storm would land on the first moment after the result. By adopting this single idea, the game would display the correct state at the right moment, providing an immersive experience for the player.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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