I left off with a bunch of unfinished animation stuff, so I should do some of that that now. As with most stuff now, it’s many tiny features and fixes, all tedious and fairly boring. There is one thing I
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
MicroRogue DevDiary #58 – Animation effects
Oh man, I have been busy for the past week. Had to do so many tasks and had no time or energy left for the game. Ah, well. Back to my definitely reasonably not overscoped project with a realistic deadline.
MicroRogue DevDiary #57 – Mob part animation
I guess the main (and most time-consuming) animation for robots is their movement. I can imagine three distinct ways of moving: walking, driving, and flying. Walking is the most difficult one and means the robot has legs or some sort
MicroRogue DevDiary #56 – Mob part setup
I need to finish my art requirement list and for that I need to finish any features where I am still unclear about what art assets I need. For example, I have a pretty good idea of what tiles I
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
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 #51 – Boss abilities
So bosses need abilities — special activated powers they can use periodically. I mean, they don’t have to have them, but it would feel silly if bosses are just big enemies that don’t do anything special. Players have certain unsaid
MicroRogue DevDiary #50 – Boss interactions
I need to do some boss stuff. The work si slow and tedious and requires lots of effort, but I also need that culmination of fighting for the game. Without bosses, I will be missing something critical in game loop