I need to (re)add themes to the game. I used to have a “theme” concept, but it quickly turned into just “level definition”. The problem was that I was trying to customize too much, expecting to tweak everything, rather than
MicroRogue DevDiary #94 – Barrel props
My rooms are currently devoid of any interactable environment. Sure, there are mobs, but that’s no enough. There is an occasional chest, but they are far and few, so they can’t fill out rooms. I am still to adjust exact
MicroRogue DevDiary #89 – Layout adjustments
There are a bunch of things related to the tile/wall/door changes that I need to adjust and work on further. There are still some big things, like lighting and collisions pending. For now, I will do some less tedious and more
MicroRogue DevDiary #64 – Walls and doors, again
Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced
MicroRogue DevDiary #62 – Better per-level content selection
After a break and without seeing the game every day, and then trying to do some work, I have come to a conclusion that I lack high-level tools to quickly adjust critical parts of the game. This is something I
MicroRogue DevDiary #55 – Level flow improvements
While playtesting and planning on filling content, there’s a few missing things I still need. (Well, immediate things as opposed to a mile-long list of features I want to do.) So I’m doing a bunch of things that are best
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
MicroRogue DevDiary #52 – Wall tops
So I have been thinking on how I am going to do my walls. No matter how I twist it, I have got to have additional sprites to visually show the verticalness of the level and walls. I am treating
MicroRogue DevDiary #43 – Dungeon content improvements
I have been rethinking my loot and enemy distribution approach. I really like the idea of distributing content proportionally throughout a level, but it’s too complicated (read: time-consuming) to do properly. Sure, the utility of increasing the dungeon by a
MicroRogue DevDiary #37 – Dungeon room improvements
My dungeon generation is sure taking up a lot of time with all the additions I want to do. For example, I want to add some small “closet” rooms where I can have the player get a quick loot boost
MicroRogue DevDiary #36 – Dungeon tile styles
I need to have some variety in my levels in terms of visuals and the most obvious candidates are the tiles — having different rooms with different themed tilesets. For example, to have halls be different from arenas and such.
MicroRogue DevDiary #34 – Dungeon content improvements
So my level content (enemies, loot) distribution across the available rooms isn’t working quite the way I want it to. I often encounter stuff like this: Basically, the distribution ratio across the rooms alone is insufficient. What I need to
MicroRogue DevDiary #28 – Dungeon scoring
I’m more or less finished with cleaning up the dungeon. While I can direct the dungeon generation randomness and clean up as much as I can, it will still inevitably do something bad. I cannot fix every single corner case
MicroRogue DevDiary #27 – Dungeon cleanup
I’m going to implement an iterative dungeon generator, that is, a generator that can run multiple times and decide “okay, this dungeon is garbage, try again.” In fact, I could fail and retry early before I spend time on further
MicroRogue DevDiary #23 – Dungeon size
My dungeon has a problem of being both too small and too large relative to player and enemy size and area they can comfortably fight in. What I mean is that the player can travel a lot through the dungeon.
MicroRogue DevDiary #18 – Dungeon contents
I am slowly realizing that my current “room defines what is in it” approach isn’t going to cut it. Thankfully, I didn’t get very far with it or add too much code. The main reasons is me wanting to make
MicroRogue DevDiary #17 – Dungeon expanding
At this point, I’ve seen what sort of layouts I can theoretically produce. It’s a good time to rename my room designations to Halls and Hubs and have them in sizes Big, Medium and Small. This feels more readable and
MicroRogue DevDiary #16 – Dungeon improvements
I decided to work a bit more on dungeon generation and improve the layouts. I have made all the generation steps be random besides the parameters I set. Now I am adjusting logic to avoid bad results and produce more
MicroRogue DevDiary #13 – Modular dungeon generation
As I previously discussed, my current dungeon layout generation logic is hard-coded. However, I really need to iterate on my dungeon layouts and design. In fact, I need to see dozens if not hundreds of examples before I can say