I’m working on mob animation from before. And I made my current boss mob have four legs, made of 2 parts each: It’s only two sprites, so there’s not much variety, but it’s really nicely reusable and, really, it’s just
MicroRogue DevDiary #67 – Improved mob death parts
Ever since I made mobs die by breaking into their components, the battlefield looks like this (with my old single-color sprites): It is impossible to tell where are the living enemies and where are the dead ones. So I basically
MicroRogue DevDiary #66 – New mob sprites and animation adjustments
I decided to do all the art myself. This is probably a bad idea©. But I really just want to get this published. My couple month project is yet again spanning into half a year. There is no way I
MicroRogue DevDiary #65 – Wall logic cleanup
Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m
MicroRogue DevDiary #64 – Walls and doors, again
Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced
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
MicroRogue DevDiary #62 – Better per-level content selection
After a break and without seeing the game every day, and then trying to do some work, I have come to a conclusion that I lack high-level tools to quickly adjust critical parts of the game. This is something I