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MicroRogue DevDiary #33 – Modular enemies

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

Rudy August 1, 2018August 1, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy July 31, 2018August 1, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 30, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 29, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 28, 2018July 29, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 27, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 26, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 24, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy July 23, 2018July 24, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 22, 2018July 24, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy July 21, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 20, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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.

Rudy July 19, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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,

Rudy July 18, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 17, 2018July 24, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 14, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 13, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 12, 2018July 25, 2018 MicroRogue DevDiary No Comments Read 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”

Rudy July 10, 2018August 14, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 8, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more
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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

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