A lot of the work I need to do is incredibly tedious and at the end, there’s hardly anything to show for it. I guess I’ll cover some content addition. I think some new weapons is a good start. As
MicroRogue DevDiary #45 – More weapon improvements
So my minigun is now hosing down bullets everywhere: May be that’s too extreme. This one is a “shoot a lot, miss a lot” kind of gun where you spray a bunch of enemies with not too much finesse. It’s
MicroRogue DevDiary #44 – Weapon improvements
Time to add some more new weapons… or work towards it. My rocket launcher was supposed to be one of many and it took way too long to implement all the details. So how about a simple minigun: I will
MicroRogue DevDiary #40 – Rockets and effects
I keep talking about explosions, but I don’t have any. So that sounds like a good excuse to add a rocket launcher. First, I need the weapon item and projectile definitions: And with some new sprites, that works And
MicroRogue DevDiary #33 – Modular enemies
The next step of making enemies awesome is making them made of parts, i.e. modular. Let me try to expand my animation and sprite framework to support multiple sprites at the same time. For example, I will add mob head
MicroRogue DevDiary #32 – Enemy improvements
I think I need to start thinking about my enemies. What types there are, what behaviour they have, how it related to their theme and level. What weapons they use, what abilities they have. How strong, fast, etc. they are.
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”