I have a lot, A LOT of half-baked prototypes and unfinished games. I’ve gotten really good at making frameworks for them. In fact, I literally copy-pasted the core code from one of my previous projects and used that as the foundation for MicroRogue. To put it in perspective: it took an hour to set up the project.

So now I have this in my scene by default:

Basically, this is a full game loop and all the primary game systems I would use. Plus I can easily add, remove and extend these. In the long run, this gives me the best control over–to put it simply–what happens when and how.

I want to jump into talking about mechanics and all the technical bits I’m doing, but I think it is important to establish the foundation that I am working from. This is years of experience, experiments and well-tested approaches that are condensed into a small, practical bundle. I can go into each one in detail and I might do that in future entries when talking about related features.

In addition to that, I have a bunch of truly independent plugins or modules. For example, the ones I have now (left over from the previous project):


So whenever I say in future posts that “I’m just using my input system/manager/thing”, I am likely referring to a previously-created system that I am adjusting to my current needs.

I swear, the next post will get into actual game-specific stuff. I just felt I need to get the whole “framework thing” off my chest.

MicroRogue DevDiary #2 – Framework
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