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Balancing

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 #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 #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

Rudy November 1, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #45 – More weapon improvements

So my minigun is now hosing down bullets everywhere: May be that’s too extreme. This one is a “shoot a lot, miss a lot” kind of gun where you spray a bunch of enemies with not too much finesse. It’s

Rudy August 21, 2018November 5, 2018 MicroRogue DevDiary No Comments Read more

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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