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MicroRogue DevDiary

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

Rudy July 5, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy July 4, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy June 21, 2018October 3, 2021 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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