Time to finish up the arch-types of my primary mobs. I present a Gyrobot, because I am totally running out of ideas (it’s literally a ball with a head): I guess it’s a variation of movement — a “gyroscopic” ball
Guard clauses are not just for APIs
I love guard clauses and conditions. Simply put, a “guard” in programming is something that checks that inputs are as expected. If they are not, the code either fails or defaults to some predefined result. I want to argue that
MicroRogue DevDiary #111 – Gameplay tweaks
While thinking of the mob types to add and make, I’ve been playing the game a lot (more than the usual testing) and there’s a bunch of bigger things that have come up that need fixing. In fact, way more
MicroRogue DevDiary #110 – More enemy types
Time to add more semi-final mobs. First of all, Shieldbot: This is just a hard-to-kill slow mob with a shield mechanic. All these “new” sprites are temporary (basically a quick mash-up of existing ones), but they do roughly approximate what
MicroRogue DevDiary #109 – New enemy types
Now the big thing with enemy mobs is what their actual gameplay is. I need to add a bunch more arch-types and decide on “arch-mechanics”, so to speak — something unique to each mob. This is still partly “placeholders”, but