As I previously discussed, my current dungeon layout generation logic is hard-coded. However, I really need to iterate on my dungeon layouts and design. In fact, I need to see dozens if not hundreds of examples before I can say
MicroRogue DevDiary #12 – Better collisions
I do not like my current collision system. When dynamic stuff interacts, everything just stops dead in their tracks. I expect the player to bump into a lot of things — enemies, chests, walls, etc. But it doesn’t feel good
MicroRogue DevDiary #11 – Path-finding
I already had an A* implementation, so I imported it into the project. Great post, see you next time! Okay, so. I will need AIs in the game, and they will need path-finding. I cannot really do with straight
MicroRogue DevDiary #1–10
MicroRogue DevDiary #1 – Introduction This is infinite promise. This is an (almost) empty Unity3D project. Yikes! I am making a small[1] 2D-ish[2] action[3] roguelite[4] for PCs. [1] I plan to finish the game within 2-3 months, plus publishing. As
Don’t Pad Your Comments
So I met this comment the other day†: †anonymized and exaggerated for entertainment purposes
|
1 2 3 4 5 |
/// <summary> /// The purpose of an objective highlighter is to highlight the relevant objectives. /// </summary> public class ObjectiveHighlighter { |
Don’t write comments like this. Let’s break this down: “The purpose of an objective highlighter is to highlight the relevant objectives.” First off, we are
Requesting Features Is Hard
There are a million blog posts about vague client requirements… and this is one of them. As a designer, this is the design or spec document that you want to give your programmer: Of course, that’s the ideal scenario
Don’t Break the State Machine!
Designing finite state machines requires good discipline and a shift in design paradigm. It’s very easy to “break” a state machine by implementing improper design. It is very tempting to take shortcuts, but it never leads to clean lasting code.
Technical Debt and Delivery Times

Today, I want to muse on how new code features take ever-so-longer, specifically, how increasing delivery times are the symptoms of bad code. I’ll focus primarily on recognizing the issue (rather than avoiding or solving it). The Mystery of Increasing
Uproot DevDiary entries 71-77
Entry 71 with lots of cutting Jul 21, 2012 Creep of features Time to get rid of excess baggage left by the constant feature creep. Some of the additions could have been great, others not so much. The bottom line
Uproot DevDiary entries 61-70
Entry 61 or artsy stuffs Apr 7, 2012 Besides tedious bug fixing and iteration, drawing is the slowest bit. But the results can be appreciated better. You don’t really see fixed bugs, but you do see a new tree. Here
Uproot DevDiary entries 51-60
Entry 51 or how tiles expanded and mobs shrunk Oct 29, 2011 Let there be tile! First of all, we decided to axe the current tile sizes for new ones: Though it’s not quite as simple as that. The thing
Braille – Ludum Dare Jam entry
I participated in Ludum Dare again and this time with Phil as artist (our entry). The theme was “alone”, which lends itself nicely to all kinds of depressing, scary, atmospheric games. Then again, everyone was doing one. So we made
Uproot DevDiary Entries 41-50
Entry 41 or selecting and controlling Apr 21, 2011 My progress has been a bit broken into pieces, as I do a little from everything, resulting in no posts since I cannot get coherent output. Selecty Let’s improve the “command
Soul Hellscape – Ludum Dare 48 entry
As promised, I entered Ludum Dare 48-hour game making competition and submitted my game, called “Soul Hellscape” (entry here). In this sandboxy game you help trapped souls by placing your “Holy Light” beam that attracts them and lets you guide
Wow! I haven’t posted for a long time
I really have not posted anything with content for a while now. WordPress even managed to roll out a few updates in the meantime slightly changing the whole interface. I also got about 100 spam comments. I’m still here, still
Physical resource gathering in video games
I want to observe and discuss resources as they appear in real-time strategy (RTS) and similar video games. Specifically, I am interested in collectable (harvestable, gatherable, acquirable) resources and their implementation from the gameplay perspective. It does not matter if
Uproot DevDiary Entries 31-40
Entry 31 or editing and modelling Mar 23, 2011 My internet went down for a couple of days, so I’ve spewed up quite a wall of text/pictures “today”. In today’s episode I’m convincing myself modelling is worth it. Editor Let’s
Blog (re)Launch
I have been meaning to upgrade my Blog for quite some time now; and I have finally done so. I switched from my own code to a WordPress blog framework. After some time playing with themes, CSS, and source files,
Uproot DevDiary Entries 21-30
Entry 21 or rotation and animation Feb 26, 2011 Well, here’s an update. Angular movementum Let’s fix the movement with Xbox controller controls. First of all, the movement ”on screen” should match the movement of the thumbstick. So we get
Uproot DevDiary Entries 11-20
Entry 11 and walking into walls Jan 25, 2011 O.K., 3 days “left” and I’m spending most of the time digging through math code and complex collision/movement/path-finding logic. Then again 2 weeks was a completely arbitrary number and since I’m