Skip to content

Rudy's Blog

Indie game developer

Menu

  • Home
  • Blog
  • Portfolio
  • About

UI

MicroRogue DevDiary #100 – Player info panel

Blog post #100! Will it be special? No. (And I totally didn’t make this exact joke in last post.) So I previously have removed/suspended all my UI-heavy features — upgrades, unlockable and changeable loadout, goals. Of the four player information

Rudy March 13, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #84 – UI navigation system

I still have a big feature to do and that is UI navigation using all the input devices — keyboard, mouse and controller. I want these done in a way that I can easily modularize, yet keep concrete pipeline that

Rudy December 26, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #83 – Controls UI

With the addition of my new UI sprites, I tried to update the Rewired plugin’s UI that they provide. And I realized two things — it has way too many elements and I want to do certain things differently. In

Rudy December 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #82 – Modular UI elements

So Unity added nested prefabs in their newest (stable) release. All my games are usually very code-centric and I don’t build complex scenes, so I never really cared about nested prefab features as they apply to designers. But now I

Rudy December 24, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #81 – UI Sprites

Time has come to make sprites for UI. This involved me opening Photoshop and emerging 3 days later with a couple barely passable sprites. Anyway, here are all the sprites I will use (for now) in the primary UI elements:

Rudy December 23, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #80 – Goal UI

Continuing on the goal stuff, I need UI to let the player see their progress. First thing’s first — I need a “place” to show the goals. They can presumably have their own panel or page, but this page has

Rudy December 19, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #55 – Level flow improvements

While playtesting and planning on filling content, there’s a few missing things I still need. (Well, immediate things as opposed to a mile-long list of features I want to do.) So I’m doing a bunch of things that are best

Rudy September 8, 2018September 8, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #49 – Options menu

There so much left to do and at the same time so few discrete “features” for blog posts. I am still trying to do it “one feature per post” to justify every feature, but it’s getting harder and harder. Most

Rudy August 28, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #48 – Player characters

I want the player to be able to play with multiple different characters or avatars, which have different properties and gameplay. This is a lot of gameplay variety for relatively not that much work. Basically, I have all the framework

Rudy August 27, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #41 – Saving and level progression

I need to implement a save/load system, which I don’t have yet. In short, there are three times a game is saved or loaded: save during gameplay, save during menus, load during menus (load during gameplay is not valid). It’s

Rudy August 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #39 – UI framework

I need to make the game’s primary pipeline, which includes proper timing for when the world is generated and dismantled — when the player is playing or in the menu. From plyer’s perspective, this comes down to having menus, world

Rudy August 13, 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

Categories

  • Blog (10)
  • MicroRogue DevDiary (103)
  • Uproot DevDiary (8)
Copyright © 2023 Rudy's Blog. All rights reserved. Theme Spacious by ThemeGrill. Powered by: WordPress.