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Finite state machine

MicroRogue DevDiary #14 – AI

I really need to get some gameplay going. I don’t particularly want to spend time on temporary enemy logic, so I will just go ahead and write the “full” AI from the start. I expect different enemies to have different

Rudy July 8, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

Don’t Break the State Machine!

Designing finite state machines requires good discipline and a shift in design paradigm. It’s very easy to “break” a state machine by implementing improper design. It is very tempting to take shortcuts, but it never leads to clean lasting code.

Rudy August 27, 2016August 27, 2016 Blog 1 Comment 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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