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MicroRogue DevDiary #98 – HUD fix-up

My HUD has slowly become a mess. This seems to a recurring theme with my features — they slowly degrade as time goes on. And, yes, it’s my fault for adding and changing things. It’s probably also my fault for

Rudy March 9, 2019March 9, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #59 – Controller aiming

Oh man, when you’re busy with “real life” stuff, time flies. A month has gone by and I’ve barely worked on the game. Incidentally, I am at the hardest part of the project as well, so that doesn’t help. I’m

Rudy September 29, 2018September 29, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #24 – HUD Reticle

Okay, I really need to get gunplay going. For that the player needs to be able to aim and shoot. I have the basics, but it still feels rigid and un-fun. So let’s start with a proper weapon aiming reticle

Rudy July 22, 2018July 24, 2018 MicroRogue DevDiary No Comments 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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