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MicroRogue DevDiary #79 – Goals

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

Rudy December 18, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 17, 2018December 18, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 11, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

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

Rudy December 3, 2018December 7, 2018 MicroRogue DevDiary No Comments Read more

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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