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Month: February 2019

MicroRogue DevDiary #92 – Rendering fixes for 3D

There are a bunch of tweaks and fixes I still need to do for the 3D changes. I am currently holding off changing collisions/physics, since they technically work (good enough). And I’m still not ready to mess with lights. One

Rudy February 25, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #91 – Equipment levels and distribution

I have been thinking about balancing and dropping items (weapons and gear) in the levels. One of the factors is that I cannot make hundreds of items with different stats for each level — I just don’t have the time

Rudy February 21, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #90 – Gear drops

I started doing changes to my gear system and related ones, but I kind of left them half-hanging. So let me do some of that (while I consider what to do with new 3D collision and lighting stuff). The main

Rudy February 20, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #89 – Layout adjustments

There are a bunch of things related to the tile/wall/door changes that I need to adjust and work on further. There are still some big things, like lighting and collisions pending. For now, I will do some less tedious and more

Rudy February 19, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #88 – Sprite render order

I imagined that my 3D sprite layout would mean that I won’t have too many rendering order problems. So I tried to just get rid of all the sorting groups and let camera rendering path determine what is visible for

Rudy February 18, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #87 – Perspective tiles, walls and doors

The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post

Rudy February 17, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #86 – Perspective camera (again)

I’m going back to perspective camera rendering (instead of orthographic) and full-on 3D world, just with 2D sprites. To briefly recap, I originally started the project using perspective camera, but then I later decided to just do orthographic camera due

Rudy February 16, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #85 – Gear redesign

Long time no post, so here goes. My gear is currently unobtainable in the game, so I need to add a way to give it to the player. I can already drop stuff from chests, but that doesn’t seem the

Rudy February 10, 2019 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

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  • 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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