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 #62 – Better per-level content selection
After a break and without seeing the game every day, and then trying to do some work, I have come to a conclusion that I lack high-level tools to quickly adjust critical parts of the game. This is something I
MicroRogue DevDiary #43 – Dungeon content improvements
I have been rethinking my loot and enemy distribution approach. I really like the idea of distributing content proportionally throughout a level, but it’s too complicated (read: time-consuming) to do properly. Sure, the utility of increasing the dungeon by a
MicroRogue DevDiary #37 – Dungeon room improvements
My dungeon generation is sure taking up a lot of time with all the additions I want to do. For example, I want to add some small “closet” rooms where I can have the player get a quick loot boost
MicroRogue DevDiary #35 – Scrap and upgrades
Enemies now break up into pieces and that’s very cool. But I’d also really want the player to collect something from this. May be not from every enemy and may be dependent on the enemy type, but something. There should