It’s time to start filling out the game with placeholder content — all the tiles, mobs, weapons, effects. etc. Anything that is going to be an item (at least, the least amount) needs to have a placeholder. That way I
MicroRogue DevDiary #89 – Layout adjustments
There are a bunch of things related to the tile/wall/door changes that I need to adjust and work on further. There are still some big things, like lighting and collisions pending. For now, I will do some less tedious and more
MicroRogue DevDiary #87 – Perspective tiles, walls and doors
The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post
MicroRogue DevDiary #86 – Perspective camera (again)
I’m going back to perspective camera rendering (instead of orthographic) and full-on 3D world, just with 2D sprites. To briefly recap, I originally started the project using perspective camera, but then I later decided to just do orthographic camera due
MicroRogue DevDiary #65 – Wall logic cleanup
Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m
MicroRogue DevDiary #64 – Walls and doors, again
Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced
MicroRogue DevDiary #54 – Wall and door visuals
Okay, so now I need to untangle the mess I made with the tiles and walls in the previous post. First, I’m getting rid of the “features” that I don’t want and need to redo differently. And then reimplementing the
MicroRogue DevDiary #53 – Tile door attempt
Future note: Well, this blog post is now called an “attempt” because (spoiler alert) below is me failing to properly make the feature I wanted. Oh well. I still feel I will document this as a “full day spent working
MicroRogue DevDiary #52 – Wall tops
So I have been thinking on how I am going to do my walls. No matter how I twist it, I have got to have additional sprites to visually show the verticalness of the level and walls. I am treating
MicroRogue DevDiary #36 – Dungeon tile styles
I need to have some variety in my levels in terms of visuals and the most obvious candidates are the tiles — having different rooms with different themed tilesets. For example, to have halls be different from arenas and such.
MicroRogue DevDiary #29 – Fog of war
I want to implement fog of war. I sort of need to implement fog of war. The player can currently see too far: The player could be standing miles away in terms of actual walkable distance, but somehow see everything
MicroRogue DevDiary #11 – Path-finding
I already had an A* implementation, so I imported it into the project. Great post, see you next time! Okay, so. I will need AIs in the game, and they will need path-finding. I cannot really do with straight