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 #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 #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 #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 #40 – Rockets and effects
I keep talking about explosions, but I don’t have any. So that sounds like a good excuse to add a rocket launcher. First, I need the weapon item and projectile definitions: And with some new sprites, that works And
MicroRogue DevDiary #15 – Weapon firing
It feels like my game will focus on shooting weapons, so here we go. Another core gameplay feature that I need to make feel good is shooting weapons. (It seems like every other part of the game is “core gameplay”