So far, I’ve not talked much about design in my posts. Or, rather, I have implied straight-forward design in most of the features. I’ve also implied that the features work together. Occasionally, I’ve clarified my intentions. But (besides some weapon
MicroRogue DevDiary #78 – Goal framework
As part of my player progression, I decided to make a “goal” system. A goal being broadly defined as some sort of simple objective to be reached. Kind of like mini-achievements or challenges. A lot of games do these and
MicroRogue DevDiary #75 – Improvement interlude
There’s a lot of minor stuff I am doing all the time that doesn’t really fit anywhere or makes other posts bloated. So I’ll go over some important but small things that I am working on. A lot is to
MicroRogue DevDiary #73 – Loadout UI
Now, all of this new gear and loadout stuff leads me to needing all-new UI. And this is a tough sell (read: feature creep). UI takes time, art takes time, it implies all sorts of input requirements and visual feedback
MicroRogue DevDiary #72 – Gear and loadout
I mentioned that I want to have the player select gear to equip. There are some design directions I want to go with this that I will likely talk about later. The main idea is that the player gets a
MicroRogue DevDiary #70 – New upgrade system
My upgrade system is very lacking at the moment. I also have no controller-usable UI for upgrading. My upgrade terminal is currently broken. An upgrade can be summed up as (cost, stat boost, level): Barring pretty UI, this is pretty