Time for another intermission of minor fixes — bugs, tweaks, missing small features, and other things classified as “tedious”. So I have holes in walls: Technically, these happen because some doors are more narrow than other doors and the more
MicroRogue DevDiary #99 – Many more fixes
I have a lot, and I mean a lot, of small issues to fix. Most are not even worth going into. But these things take days to fix, so I’ll make a quick mention of the biggest ones to keep
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 #48 – Player characters
I want the player to be able to play with multiple different characters or avatars, which have different properties and gameplay. This is a lot of gameplay variety for relatively not that much work. Basically, I have all the framework
MicroRogue DevDiary #47 – Upgrade improvements
Time to expand my upgrade system and add more upgrades. This is a replayable roguelike — you grind the dungeon, die, get some points, buy some upgrades, grind the dungeon a bit faster and a bit further. Rinse and repeat