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Month: December 2018

MicroRogue DevDiary #84 – UI navigation system

I still have a big feature to do and that is UI navigation using all the input devices — keyboard, mouse and controller. I want these done in a way that I can easily modularize, yet keep concrete pipeline that

Rudy December 26, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #83 – Controls UI

With the addition of my new UI sprites, I tried to update the Rewired plugin’s UI that they provide. And I realized two things — it has way too many elements and I want to do certain things differently. In

Rudy December 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #82 – Modular UI elements

So Unity added nested prefabs in their newest (stable) release. All my games are usually very code-centric and I don’t build complex scenes, so I never really cared about nested prefab features as they apply to designers. But now I

Rudy December 24, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #81 – UI Sprites

Time has come to make sprites for UI. This involved me opening Photoshop and emerging 3 days later with a couple barely passable sprites. Anyway, here are all the sprites I will use (for now) in the primary UI elements:

Rudy December 23, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #80 – Goal UI

Continuing on the goal stuff, I need UI to let the player see their progress. First thing’s first — I need a “place” to show the goals. They can presumably have their own panel or page, but this page has

Rudy December 19, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #79 – Goals

So far, I’ve not talked much about design in my posts. Or, rather, I have implied straight-forward design in most of the features. I’ve also implied that the features work together. Occasionally, I’ve clarified my intentions. But (besides some weapon

Rudy December 18, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #78 – Goal framework

As part of my player progression, I decided to make a “goal” system. A goal being broadly defined as some sort of simple objective to be reached. Kind of like mini-achievements or challenges. A lot of games do these and

Rudy December 17, 2018December 18, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #77 – Tile lighting

Okay, I need something visual and pretty to happen in the game as I’ve been staring at the same boring assets for too long. Even animations are now just a bunch of numbers. So let’s add lights the game! This

Rudy December 14, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #76 – Animation-based effects

In this prolonged post I will implement effects that semi-automatically spawn based on the animation, so that I don’t have to specify fiddly values for every mob and such. Time traveler note: Half-way I realized I am doing things wrong

Rudy December 12, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #75 – Improvement interlude

There’s a lot of minor stuff I am doing all the time that doesn’t really fit anywhere or makes other posts bloated. So I’ll go over some important but small things that I am working on. A lot is to

Rudy December 11, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #74 – Player gear-based parts

Now that the player has gear — individual items in designated slots — I might as well have the player “model” correspond to these parts. Now, this is easier said than done. I need to adjust my part animator logic

Rudy December 8, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #73 – Loadout UI

Now, all of this new gear and loadout stuff leads me to needing all-new UI. And this is a tough sell (read: feature creep). UI takes time, art takes time, it implies all sorts of input requirements and visual feedback

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #72 – Gear and loadout

I mentioned that I want to have the player select gear to equip. There are some design directions I want to go with this that I will likely talk about later. The main idea is that the player gets a

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #71 – Experience

Continuing on the upgrade system, I am implementing an experience system. Experience and levels are an indirect way to adjust difficulty for the player. Regardless of player skill, there will be some location in the dungeon where they reach their

Rudy December 5, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #70 – New upgrade system

My upgrade system is very lacking at the moment. I also have no controller-usable UI for upgrading. My upgrade terminal is currently broken. An upgrade can be summed up as (cost, stat boost, level): Barring pretty UI, this is pretty

Rudy December 3, 2018December 7, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #69 – Sound effects

I’ve been somewhat dreading adding sounds to the game. But I have to, there is no question. This just means finding sound assets, choosing them, and all the tedious finicky work that comes with it. Thankfully, the technical details (which

Rudy December 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)
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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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