There are a bunch of tweaks and fixes I still need to do for the 3D changes. I am currently holding off changing collisions/physics, since they technically work (good enough). And I’m still not ready to mess with lights. One
MicroRogue DevDiary #91 – Equipment levels and distribution
I have been thinking about balancing and dropping items (weapons and gear) in the levels. One of the factors is that I cannot make hundreds of items with different stats for each level — I just don’t have the time
MicroRogue DevDiary #90 – Gear drops
I started doing changes to my gear system and related ones, but I kind of left them half-hanging. So let me do some of that (while I consider what to do with new 3D collision and lighting stuff). The main
MicroRogue DevDiary #89 – Layout adjustments
There are a bunch of things related to the tile/wall/door changes that I need to adjust and work on further. There are still some big things, like lighting and collisions pending. For now, I will do some less tedious and more
MicroRogue DevDiary #88 – Sprite render order
I imagined that my 3D sprite layout would mean that I won’t have too many rendering order problems. So I tried to just get rid of all the sorting groups and let camera rendering path determine what is visible for
MicroRogue DevDiary #87 – Perspective tiles, walls and doors
The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post
MicroRogue DevDiary #86 – Perspective camera (again)
I’m going back to perspective camera rendering (instead of orthographic) and full-on 3D world, just with 2D sprites. To briefly recap, I originally started the project using perspective camera, but then I later decided to just do orthographic camera due
MicroRogue DevDiary #85 – Gear redesign
Long time no post, so here goes. My gear is currently unobtainable in the game, so I need to add a way to give it to the player. I can already drop stuff from chests, but that doesn’t seem the
MicroRogue DevDiary #84 – UI navigation system
I still have a big feature to do and that is UI navigation using all the input devices — keyboard, mouse and controller. I want these done in a way that I can easily modularize, yet keep concrete pipeline that
MicroRogue DevDiary #83 – Controls UI
With the addition of my new UI sprites, I tried to update the Rewired plugin’s UI that they provide. And I realized two things — it has way too many elements and I want to do certain things differently. In
MicroRogue DevDiary #82 – Modular UI elements
So Unity added nested prefabs in their newest (stable) release. All my games are usually very code-centric and I don’t build complex scenes, so I never really cared about nested prefab features as they apply to designers. But now I
MicroRogue DevDiary #81 – UI Sprites
Time has come to make sprites for UI. This involved me opening Photoshop and emerging 3 days later with a couple barely passable sprites. Anyway, here are all the sprites I will use (for now) in the primary UI elements:
MicroRogue DevDiary #80 – Goal UI
Continuing on the goal stuff, I need UI to let the player see their progress. First thing’s first — I need a “place” to show the goals. They can presumably have their own panel or page, but this page has
MicroRogue DevDiary #79 – Goals
So far, I’ve not talked much about design in my posts. Or, rather, I have implied straight-forward design in most of the features. I’ve also implied that the features work together. Occasionally, I’ve clarified my intentions. But (besides some weapon
MicroRogue DevDiary #78 – Goal framework
As part of my player progression, I decided to make a “goal” system. A goal being broadly defined as some sort of simple objective to be reached. Kind of like mini-achievements or challenges. A lot of games do these and
MicroRogue DevDiary #77 – Tile lighting
Okay, I need something visual and pretty to happen in the game as I’ve been staring at the same boring assets for too long. Even animations are now just a bunch of numbers. So let’s add lights the game! This
MicroRogue DevDiary #76 – Animation-based effects
In this prolonged post I will implement effects that semi-automatically spawn based on the animation, so that I don’t have to specify fiddly values for every mob and such. Time traveler note: Half-way I realized I am doing things wrong
MicroRogue DevDiary #75 – Improvement interlude
There’s a lot of minor stuff I am doing all the time that doesn’t really fit anywhere or makes other posts bloated. So I’ll go over some important but small things that I am working on. A lot is to
MicroRogue DevDiary #74 – Player gear-based parts
Now that the player has gear — individual items in designated slots — I might as well have the player “model” correspond to these parts. Now, this is easier said than done. I need to adjust my part animator logic
MicroRogue DevDiary #73 – Loadout UI
Now, all of this new gear and loadout stuff leads me to needing all-new UI. And this is a tough sell (read: feature creep). UI takes time, art takes time, it implies all sorts of input requirements and visual feedback