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Month: September 2018

MicroRogue DevDiary #60 – Animation improvements

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

Rudy September 30, 2018November 21, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 29, 2018September 29, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy September 21, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 10, 2018November 21, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 10, 2018November 21, 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 #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

Rudy September 5, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 3, 2018September 4, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 2, 2018September 3, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 1, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy September 1, 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)

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
  • MicroRogue DevDiary #105 – Never-ending fixes March 24, 2019
  • MicroRogue DevDiary #104 – Gear stat feedback March 23, 2019

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