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Collisions

MicroRogue DevDiary #65 – Wall logic cleanup

Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m

Rudy November 20, 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 #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

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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