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MicroRogue DevDiary #84 – UI navigation system

I still have a big feature to do and that is UI navigation using all the input devices — keyboard, mouse and controller. I want these done in a way that I can easily modularize, yet keep concrete pipeline that

Rudy December 26, 2018April 20, 2021 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #39 – UI framework

I need to make the game’s primary pipeline, which includes proper timing for when the world is generated and dismantled — when the player is playing or in the menu. From plyer’s perspective, this comes down to having menus, world

Rudy August 13, 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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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
  • MicroRogue DevDiary #105 – Never-ending fixes March 24, 2019
  • MicroRogue DevDiary #104 – Gear stat feedback March 23, 2019

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