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 #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 #46 – Camera and sprite size update
It’s time for me to make a couple (hard) art decisions. First of all, I am going (back) to orthographic view: It is just less work to have a flat 2D ortho camera and all sprites simply flat with no
MicroRogue DevDiary #25 – Screen shake
Now that I’m gamplay-ing things up, let’s add some screen shake (and another excuse for posting more GIFs). This is actually not the simplest topic out there (at least since I’m over-complicating everything) and I’ve given it some extra thought.