I mentioned that I want to have the player select gear to equip. There are some design directions I want to go with this that I will likely talk about later. The main idea is that the player gets a
MicroRogue DevDiary #71 – Experience
Continuing on the upgrade system, I am implementing an experience system. Experience and levels are an indirect way to adjust difficulty for the player. Regardless of player skill, there will be some location in the dungeon where they reach their
MicroRogue DevDiary #70 – New upgrade system
My upgrade system is very lacking at the moment. I also have no controller-usable UI for upgrading. My upgrade terminal is currently broken. An upgrade can be summed up as (cost, stat boost, level): Barring pretty UI, this is pretty
MicroRogue DevDiary #69 – Sound effects
I’ve been somewhat dreading adding sounds to the game. But I have to, there is no question. This just means finding sound assets, choosing them, and all the tedious finicky work that comes with it. Thankfully, the technical details (which
MicroRogue DevDiary #68 – Quadruped boss animation
I’m working on mob animation from before. And I made my current boss mob have four legs, made of 2 parts each: It’s only two sprites, so there’s not much variety, but it’s really nicely reusable and, really, it’s just
MicroRogue DevDiary #67 – Improved mob death parts
Ever since I made mobs die by breaking into their components, the battlefield looks like this (with my old single-color sprites): It is impossible to tell where are the living enemies and where are the dead ones. So I basically
MicroRogue DevDiary #66 – New mob sprites and animation adjustments
I decided to do all the art myself. This is probably a bad idea©. But I really just want to get this published. My couple month project is yet again spanning into half a year. There is no way I
MicroRogue DevDiary #65 – Wall logic cleanup
Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m
MicroRogue DevDiary #64 – Walls and doors, again
Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced
MicroRogue DevDiary #63 – Additional weapons and decals
A lot of the work I need to do is incredibly tedious and at the end, there’s hardly anything to show for it. I guess I’ll cover some content addition. I think some new weapons is a good start. As
MicroRogue DevDiary #62 – Better per-level content selection
After a break and without seeing the game every day, and then trying to do some work, I have come to a conclusion that I lack high-level tools to quickly adjust critical parts of the game. This is something I
MicroRogue DevDiary #61 – New boss abilities
My levels rely on having bosses — it’s the culmination of level exploration and the eventual reward for a tougher test of skill. I’ve mentioned this before, and so I need different bosses doing fun-ish things. Of course, each new
MicroRogue DevDiary #60 – Animation improvements
I left off with a bunch of unfinished animation stuff, so I should do some of that that now. As with most stuff now, it’s many tiny features and fixes, all tedious and fairly boring. There is one thing I
MicroRogue DevDiary #59 – Controller aiming
Oh man, when you’re busy with “real life” stuff, time flies. A month has gone by and I’ve barely worked on the game. Incidentally, I am at the hardest part of the project as well, so that doesn’t help. I’m
MicroRogue DevDiary #58 – Animation effects
Oh man, I have been busy for the past week. Had to do so many tasks and had no time or energy left for the game. Ah, well. Back to my definitely reasonably not overscoped project with a realistic deadline.
MicroRogue DevDiary #57 – Mob part animation
I guess the main (and most time-consuming) animation for robots is their movement. I can imagine three distinct ways of moving: walking, driving, and flying. Walking is the most difficult one and means the robot has legs or some sort
MicroRogue DevDiary #56 – Mob part setup
I need to finish my art requirement list and for that I need to finish any features where I am still unclear about what art assets I need. For example, I have a pretty good idea of what tiles I
MicroRogue DevDiary #55 – Level flow improvements
While playtesting and planning on filling content, there’s a few missing things I still need. (Well, immediate things as opposed to a mile-long list of features I want to do.) So I’m doing a bunch of things that are best
MicroRogue DevDiary #54 – Wall and door visuals
Okay, so now I need to untangle the mess I made with the tiles and walls in the previous post. First, I’m getting rid of the “features” that I don’t want and need to redo differently. And then reimplementing the
MicroRogue DevDiary #53 – Tile door attempt
Future note: Well, this blog post is now called an “attempt” because (spoiler alert) below is me failing to properly make the feature I wanted. Oh well. I still feel I will document this as a “full day spent working