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Weapons

MicroRogue DevDiary #63 – Additional weapons and decals

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

Rudy November 5, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy August 21, 2018November 5, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy August 20, 2018August 21, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy August 15, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

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

Rudy August 1, 2018August 1, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy July 31, 2018August 1, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 29, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 24, 2018 MicroRogue DevDiary No Comments Read more

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”

Rudy July 10, 2018August 14, 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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