The next step of making enemies awesome is making them made of parts, i.e. modular. Let me try to expand my animation and sprite framework to support multiple sprites at the same time. For example, I will add mob head
MicroRogue DevDiary #32 – Enemy improvements
I think I need to start thinking about my enemies. What types there are, what behaviour they have, how it related to their theme and level. What weapons they use, what abilities they have. How strong, fast, etc. they are.
MicroRogue DevDiary #31 – Minimap
I want a minimap. This is sort of the same story as with the fog of war. The game needs a minimap, because it’s way too easy to miss a door and spend 10 minutes running around looking for that
MicroRogue DevDiary #30 – Feedback improvements
I’ve been saving up a list of various combat and related feedback improvements. That is, feature mostly nice-to-have and quality of life than actual hard features. Of course, most have some sort of framework underneath. When enemies die in the
MicroRogue DevDiary #29 – Fog of war
I want to implement fog of war. I sort of need to implement fog of war. The player can currently see too far: The player could be standing miles away in terms of actual walkable distance, but somehow see everything
MicroRogue DevDiary #28 – Dungeon scoring
I’m more or less finished with cleaning up the dungeon. While I can direct the dungeon generation randomness and clean up as much as I can, it will still inevitably do something bad. I cannot fix every single corner case
MicroRogue DevDiary #27 – Dungeon cleanup
I’m going to implement an iterative dungeon generator, that is, a generator that can run multiple times and decide “okay, this dungeon is garbage, try again.” In fact, I could fail and retry early before I spend time on further
MicroRogue DevDiary #26 – Weapon features
I will do some gun, projectile and general gun play improvements. These aren’t technically needed for a prototype, but these are crucial for the actual experience of the game and to show what the game’s presentation is going for. A
MicroRogue DevDiary #25 – Screen shake
Now that I’m gamplay-ing things up, let’s add some screen shake (and another excuse for posting more GIFs). This is actually not the simplest topic out there (at least since I’m over-complicating everything) and I’ve given it some extra thought.
MicroRogue DevDiary #24 – HUD Reticle
Okay, I really need to get gunplay going. For that the player needs to be able to aim and shoot. I have the basics, but it still feels rigid and un-fun. So let’s start with a proper weapon aiming reticle
MicroRogue DevDiary #23 – Dungeon size
My dungeon has a problem of being both too small and too large relative to player and enemy size and area they can comfortably fight in. What I mean is that the player can travel a lot through the dungeon.
MicroRogue DevDiary #22 – Enemy betterment
Okay, more AI, but I’ll stop soon. I will also focus on refactoring, cleaning and generally improving my enemy and AI code. (It’s really important that I like the code, otherwise I won’t want to work on it. And “wanting
MicroRogue DevDiary #21 – Enemy desires
Since I removed all my brain state machine logic in favour of this new AI, I no longer have certain features I had, like seeking out the player. In fact, this will have to be done almost completely differently now.
MicroRogue DevDiary #20 – New AI
Now that I have a bunch of enemies being spawned in the dungeon, I need to make them smarter. Technically, I need to extend their capabilities, but make their behaviour fun-er. I want to have high standards for my AIs,
MicroRogue DevDiary #19 – HUD
I’ve been working on dungeons for a while now, so I think it’s time to get back to gameplay stuff and feedback. Namely, I want to start doing some HUD/UI work. The big picture is that I am going to
MicroRogue DevDiary #18 – Dungeon contents
I am slowly realizing that my current “room defines what is in it” approach isn’t going to cut it. Thankfully, I didn’t get very far with it or add too much code. The main reasons is me wanting to make
MicroRogue DevDiary #17 – Dungeon expanding
At this point, I’ve seen what sort of layouts I can theoretically produce. It’s a good time to rename my room designations to Halls and Hubs and have them in sizes Big, Medium and Small. This feels more readable and
MicroRogue DevDiary #16 – Dungeon improvements
I decided to work a bit more on dungeon generation and improve the layouts. I have made all the generation steps be random besides the parameters I set. Now I am adjusting logic to avoid bad results and produce more
MicroRogue DevDiary #15 – Weapon firing
It feels like my game will focus on shooting weapons, so here we go. Another core gameplay feature that I need to make feel good is shooting weapons. (It seems like every other part of the game is “core gameplay”
MicroRogue DevDiary #14 – AI
I really need to get some gameplay going. I don’t particularly want to spend time on temporary enemy logic, so I will just go ahead and write the “full” AI from the start. I expect different enemies to have different