Time to finish up the arch-types of my primary mobs. I present a Gyrobot, because I am totally running out of ideas (it’s literally a ball with a head): I guess it’s a variation of movement — a “gyroscopic” ball
MicroRogue DevDiary #110 – More enemy types
Time to add more semi-final mobs. First of all, Shieldbot: This is just a hard-to-kill slow mob with a shield mechanic. All these “new” sprites are temporary (basically a quick mash-up of existing ones), but they do roughly approximate what
MicroRogue DevDiary #109 – New enemy types
Now the big thing with enemy mobs is what their actual gameplay is. I need to add a bunch more arch-types and decide on “arch-mechanics”, so to speak — something unique to each mob. This is still partly “placeholders”, but
MicroRogue DevDiary #108 – Enemy placeholders
Next big placeholder-making and asset-organizing and sprite-planning task is the enemies — enemy mobs and all their stuff. Again, like tiles, this started as a fix-up (although I already expected it to be more than tiles) and quickly grew to
MicroRogue DevDiary #67 – Improved mob death parts
Ever since I made mobs die by breaking into their components, the battlefield looks like this (with my old single-color sprites): It is impossible to tell where are the living enemies and where are the dead ones. So I basically
MicroRogue DevDiary #66 – New mob sprites and animation adjustments
I decided to do all the art myself. This is probably a bad idea©. But I really just want to get this published. My couple month project is yet again spanning into half a year. There is no way I
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 #60 – Animation improvements
I left off with a bunch of unfinished animation stuff, so I should do some of that that now. As with most stuff now, it’s many tiny features and fixes, all tedious and fairly boring. There is one thing I
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.
MicroRogue DevDiary #57 – Mob part animation
I guess the main (and most time-consuming) animation for robots is their movement. I can imagine three distinct ways of moving: walking, driving, and flying. Walking is the most difficult one and means the robot has legs or some sort
MicroRogue DevDiary #56 – Mob part setup
I need to finish my art requirement list and for that I need to finish any features where I am still unclear about what art assets I need. For example, I have a pretty good idea of what tiles I
MicroRogue DevDiary #38 – Boss improvements
Time to make bosses awesome (more realistically, I’ll add some more framework for all mobs and special consideration for boss AI). Currently, my boss mobs are just enemies with larger sprites. And their AI wiring is exactly the same as
MicroRogue DevDiary #35 – Scrap and upgrades
Enemies now break up into pieces and that’s very cool. But I’d also really want the player to collect something from this. May be not from every enemy and may be dependent on the enemy type, but something. There should
MicroRogue DevDiary #33 – Modular enemies
The next step of making enemies awesome is making them made of parts, i.e. modular. Let me try to expand my animation and sprite framework to support multiple sprites at the same time. For example, I will add mob head
MicroRogue DevDiary #32 – Enemy improvements
I think I need to start thinking about my enemies. What types there are, what behaviour they have, how it related to their theme and level. What weapons they use, what abilities they have. How strong, fast, etc. they are.
MicroRogue DevDiary #30 – Feedback improvements
I’ve been saving up a list of various combat and related feedback improvements. That is, feature mostly nice-to-have and quality of life than actual hard features. Of course, most have some sort of framework underneath. When enemies die in the