Now that I made a bunch gear logic changes and hopefully settled on how gear provides gameplay values, I need to show feedback to the player. First of all, the player can now have no armor or shields, but my
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
MicroRogue DevDiary #91 – Equipment levels and distribution
I have been thinking about balancing and dropping items (weapons and gear) in the levels. One of the factors is that I cannot make hundreds of items with different stats for each level — I just don’t have the time
MicroRogue DevDiary #90 – Gear drops
I started doing changes to my gear system and related ones, but I kind of left them half-hanging. So let me do some of that (while I consider what to do with new 3D collision and lighting stuff). The main
MicroRogue DevDiary #85 – Gear redesign
Long time no post, so here goes. My gear is currently unobtainable in the game, so I need to add a way to give it to the player. I can already drop stuff from chests, but that doesn’t seem the
MicroRogue DevDiary #74 – Player gear-based parts
Now that the player has gear — individual items in designated slots — I might as well have the player “model” correspond to these parts. Now, this is easier said than done. I need to adjust my part animator logic
MicroRogue DevDiary #73 – Loadout UI
Now, all of this new gear and loadout stuff leads me to needing all-new UI. And this is a tough sell (read: feature creep). UI takes time, art takes time, it implies all sorts of input requirements and visual feedback
MicroRogue DevDiary #72 – Gear and loadout
I mentioned that I want to have the player select gear to equip. There are some design directions I want to go with this that I will likely talk about later. The main idea is that the player gets a
MicroRogue DevDiary #30 – Feedback improvements
I’ve been saving up a list of various combat and related feedback improvements. That is, feature mostly nice-to-have and quality of life than actual hard features. Of course, most have some sort of framework underneath. When enemies die in the
MicroRogue DevDiary #26 – Weapon features
I will do some gun, projectile and general gun play improvements. These aren’t technically needed for a prototype, but these are crucial for the actual experience of the game and to show what the game’s presentation is going for. A
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”