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MicroRogue DevDiary #87 – Perspective tiles, walls and doors

The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post

Rudy February 17, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #54 – Wall and door visuals

Okay, so now I need to untangle the mess I made with the tiles and walls in the previous post. First, I’m getting rid of the “features” that I don’t want and need to redo differently. And then reimplementing the

Rudy September 5, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #53 – Tile door attempt

Future note: Well, this blog post is now called an “attempt” because (spoiler alert) below is me failing to properly make the feature I wanted. Oh well. I still feel I will document this as a “full day spent working

Rudy September 3, 2018September 4, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #29 – Fog of war

I want to implement fog of war. I sort of need to implement fog of war. The player can currently see too far: The player could be standing miles away in terms of actual walkable distance, but somehow see everything

Rudy July 28, 2018July 29, 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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