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MicroRogue DevDiary #112 – Final enemy types

Time to finish up the arch-types of my primary mobs. I present a Gyrobot, because I am totally running out of ideas (it’s literally a ball with a head): I guess it’s a variation of movement — a “gyroscopic” ball

Rudy April 20, 2019 MicroRogue DevDiary No Comments Read more

Guard clauses are not just for APIs

I love guard clauses and conditions. Simply put, a “guard” in programming is something that checks that inputs are as expected. If they are not, the code either fails or defaults to some predefined result. I want to argue that

Rudy April 14, 2019April 20, 2021 Blog No Comments Read more

MicroRogue DevDiary #111 – Gameplay tweaks

While thinking of the mob types to add and make, I’ve been playing the game a lot (more than the usual testing) and there’s a bunch of bigger things that have come up that need fixing. In fact, way more

Rudy April 11, 2019April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #110 – More enemy types

Time to add more semi-final mobs. First of all, Shieldbot: This is just a hard-to-kill slow mob with a shield mechanic. All these “new” sprites are temporary (basically a quick mash-up of existing ones), but they do roughly approximate what

Rudy April 9, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #109 – New enemy types

Now the big thing with enemy mobs is what their actual gameplay is. I need to add a bunch more arch-types and decide on “arch-mechanics”, so to speak — something unique to each mob. This is still partly “placeholders”, but

Rudy April 8, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #108 – Enemy placeholders

Next big placeholder-making and asset-organizing and sprite-planning task is the enemies — enemy mobs and all their stuff. Again, like tiles, this started as a fix-up (although I already expected it to be more than tiles) and quickly grew to

Rudy March 28, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #107 – Tile pallete

I got really excited about doing palette-based sprite rendering. I’ve never done this before and it sounded like a fun challenge — not too complex, not too time-consuming, but also not something I know exactly how to do. So I

Rudy March 26, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #106 – Tile and theme placeholders

It’s time to start filling out the game with placeholder content — all the tiles, mobs, weapons, effects. etc. Anything that is going to be an item (at least, the least amount) needs to have a placeholder. That way I

Rudy March 25, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #105 – Never-ending fixes

Time for another intermission of minor fixes — bugs, tweaks, missing small features, and other things classified as “tedious”. So I have holes in walls: Technically, these happen because some doors are more narrow than other doors and the more

Rudy March 24, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #104 – Gear stat feedback

Now that I made a bunch gear logic changes and hopefully settled on how gear provides gameplay values, I need to show feedback to the player. First of all, the player can now have no armor or shields, but my

Rudy March 23, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #103 – Gear stat revisit

I still have a bunch of work to do with the gear items. One of them (utility) doesn’t even do anything. Armor is sort of incomplete. The booster is the most complete one simply because it’s the last feature that

Rudy March 23, 2019March 23, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #102 – Player charge continued

There are a bunch of things I need to add to my charge implementation. It kind of sounds like a simple feature. But the thing with these “oh, it’s just player moving faster for a bit” is all the extra

Rudy March 22, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #101 – Player charge

I planed to do player charging from very early on, but I guess it takes 100 posts for me to actually get to it. This is the kind of feature that should be added at the earliest opportunity for it

Rudy March 14, 2019March 22, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #100 – Player info panel

Blog post #100! Will it be special? No. (And I totally didn’t make this exact joke in last post.) So I previously have removed/suspended all my UI-heavy features — upgrades, unlockable and changeable loadout, goals. Of the four player information

Rudy March 13, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #99 – Many more fixes

I have a lot, and I mean a lot, of small issues to fix. Most are not even worth going into. But these things take days to fix, so I’ll make a quick mention of the biggest ones to keep

Rudy March 11, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #98 – HUD fix-up

My HUD has slowly become a mess. This seems to a recurring theme with my features — they slowly degrade as time goes on. And, yes, it’s my fault for adding and changing things. It’s probably also my fault for

Rudy March 9, 2019March 9, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #97 – Damage numbers

I thought about doing damage numbers for a while now — floating damage amount indicators showing the amount of damage enemies receive from various sources. In the end, I decided to do these now — to show player weapon upgrade

Rudy March 7, 2019March 7, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #96 – Level-scaling values

So it’s time for me to do some balancing. Or, I guess, some preliminary work to enable balancing. By balancing I mean primarily player weapon damage, health and enemy health and weapon damage, as well as any stats gear provides.

Rudy March 6, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #95 – Level themes

I need to (re)add themes to the game. I used to have a “theme” concept, but it quickly turned into just “level definition”. The problem was that I was trying to customize too much, expecting to tweak everything, rather than

Rudy March 5, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #94 – Barrel props

My rooms are currently devoid of any interactable environment. Sure, there are mobs, but that’s no enough. There is an occasional chest, but they are far and few, so they can’t fill out rooms. I am still to adjust exact

Rudy March 4, 2019 MicroRogue DevDiary No Comments Read more
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Recent Posts

  • MicroRogue DevDiary #112 – Final enemy types April 20, 2019
  • Guard clauses are not just for APIs April 14, 2019
  • MicroRogue DevDiary #111 – Gameplay tweaks April 11, 2019
  • MicroRogue DevDiary #110 – More enemy types April 9, 2019
  • MicroRogue DevDiary #109 – New enemy types April 8, 2019
  • MicroRogue DevDiary #108 – Enemy placeholders March 28, 2019
  • MicroRogue DevDiary #107 – Tile pallete March 26, 2019
  • MicroRogue DevDiary #106 – Tile and theme placeholders March 25, 2019

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