Skip to content

Rudy's Blog

Indie game developer

Menu

  • Home
  • Blog
  • Portfolio
  • About

Author: Rudy

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

MicroRogue DevDiary #49 – Options menu

There so much left to do and at the same time so few discrete “features” for blog posts. I am still trying to do it “one feature per post” to justify every feature, but it’s getting harder and harder. Most

Rudy August 28, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #48 – Player characters

I want the player to be able to play with multiple different characters or avatars, which have different properties and gameplay. This is a lot of gameplay variety for relatively not that much work. Basically, I have all the framework

Rudy August 27, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #47 – Upgrade improvements

Time to expand my upgrade system and add more upgrades. This is a replayable roguelike — you grind the dungeon, die, get some points, buy some upgrades, grind the dungeon a bit faster and a bit further. Rinse and repeat

Rudy August 27, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #46 – Camera and sprite size update

It’s time for me to make a couple (hard) art decisions. First of all, I am going (back) to orthographic view: It is just less work to have a flat 2D ortho camera and all sprites simply flat with no

Rudy August 24, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #45 – More weapon improvements

So my minigun is now hosing down bullets everywhere: May be that’s too extreme. This one is a “shoot a lot, miss a lot” kind of gun where you spray a bunch of enemies with not too much finesse. It’s

Rudy August 21, 2018November 5, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #44 – Weapon improvements

Time to add some more new weapons… or work towards it. My rocket launcher was supposed to be one of many and it took way too long to implement all the details. So how about a simple minigun: I will

Rudy August 20, 2018August 21, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #43 – Dungeon content improvements

I have been rethinking my loot and enemy distribution approach. I really like the idea of distributing content proportionally throughout a level, but it’s too complicated (read: time-consuming) to do properly. Sure, the utility of increasing the dungeon by a

Rudy August 19, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #42 – Player teleports

I have decided that the player will teleport in and out of the level via teleport pads. Firstly, it’s fairly easy to do animation-wise and creates fewer sprite issues. And it also kind of fits the sci-fi-ish story I think

Rudy August 19, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #41 – Saving and level progression

I need to implement a save/load system, which I don’t have yet. In short, there are three times a game is saved or loaded: save during gameplay, save during menus, load during menus (load during gameplay is not valid). It’s

Rudy August 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #40 – Rockets and effects

I keep talking about explosions, but I don’t have any. So that sounds like a good excuse to add a rocket launcher. First, I need the weapon item and projectile definitions: And with some new sprites, that works   And

Rudy August 15, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #39 – UI framework

I need to make the game’s primary pipeline, which includes proper timing for when the world is generated and dismantled — when the player is playing or in the menu. From plyer’s perspective, this comes down to having menus, world

Rudy August 13, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #38 – Boss improvements

Time to make bosses awesome (more realistically, I’ll add some more framework for all mobs and special consideration for boss AI). Currently, my boss mobs are just enemies with larger sprites. And their AI wiring is exactly the same as

Rudy August 12, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #37 – Dungeon room improvements

My dungeon generation is sure taking up a lot of time with all the additions I want to do. For example, I want to add some small “closet” rooms where I can have the player get a quick loot boost

Rudy August 7, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #36 – Dungeon tile styles

I need to have some variety in my levels in terms of visuals and the most obvious candidates are the tiles — having different rooms with different themed tilesets. For example, to have halls be different from arenas and such.

Rudy August 6, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #35 – Scrap and upgrades

Enemies now break up into pieces and that’s very cool. But I’d also really want the player to collect something from this. May be not from every enemy and may be dependent on the enemy type, but something. There should

Rudy August 4, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #34 – Dungeon content improvements

So my level content (enemies, loot) distribution across the available rooms isn’t working quite the way I want it to. I often encounter stuff like this: Basically, the distribution ratio across the rooms alone is insufficient. What I need to

Rudy August 3, 2018August 3, 2018 MicroRogue DevDiary No Comments Read more
  • « Previous
  • Next »

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)
Copyright © 2026 Rudy's Blog. All rights reserved. Theme Spacious by ThemeGrill. Powered by: WordPress.