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Effects

MicroRogue DevDiary #76 – Animation-based effects

In this prolonged post I will implement effects that semi-automatically spawn based on the animation, so that I don’t have to specify fiddly values for every mob and such. Time traveler note: Half-way I realized I am doing things wrong

Rudy December 12, 2018December 17, 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 #63 – Additional weapons and decals

A lot of the work I need to do is incredibly tedious and at the end, there’s hardly anything to show for it. I guess I’ll cover some content addition. I think some new weapons is a good start. As

Rudy November 5, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #61 – New boss abilities

My levels rely on having bosses — it’s the culmination of level exploration and the eventual reward for a tougher test of skill. I’ve mentioned this before, and so I need different bosses doing fun-ish things. Of course, each new

Rudy October 5, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #58 – Animation effects

Oh man, I have been busy for the past week. Had to do so many tasks and had no time or energy left for the game. Ah, well. Back to my definitely reasonably not overscoped project with a realistic deadline.

Rudy September 21, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #40 – Rockets and effects

I keep talking about explosions, but I don’t have any. So that sounds like a good excuse to add a rocket launcher. First, I need the weapon item and projectile definitions: And with some new sprites, that works   And

Rudy August 15, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #15 – Weapon firing

It feels like my game will focus on shooting weapons, so here we go. Another core gameplay feature that I need to make feel good is shooting weapons. (It seems like every other part of the game is “core gameplay”

Rudy July 10, 2018August 14, 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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