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MicroRogue DevDiary #38 – Boss improvements

Time to make bosses awesome (more realistically, I’ll add some more framework for all mobs and special consideration for boss AI). Currently, my boss mobs are just enemies with larger sprites. And their AI wiring is exactly the same as

Rudy August 12, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #22 – Enemy betterment

Okay, more AI, but I’ll stop soon. I will also focus on refactoring, cleaning and generally improving my enemy and AI code. (It’s really important that I like the code, otherwise I won’t want to work on it. And “wanting

Rudy July 20, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #21 – Enemy desires

Since I removed all my brain state machine logic in favour of this new AI, I no longer have certain features I had, like seeking out the player. In fact, this will have to be done almost completely differently now.

Rudy July 19, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #20 – New AI

Now that I have a bunch of enemies being spawned in the dungeon, I need to make them smarter. Technically, I need to extend their capabilities, but make their behaviour fun-er. I want to have high standards for my AIs,

Rudy July 18, 2018July 25, 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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