Skip to content

Rudy's Blog

Indie game developer

Menu

  • Home
  • Blog
  • Portfolio
  • About

Gameplay

MicroRogue DevDiary #112 – Final enemy types

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

Rudy April 20, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #111 – Gameplay tweaks

While thinking of the mob types to add and make, I’ve been playing the game a lot (more than the usual testing) and there’s a bunch of bigger things that have come up that need fixing. In fact, way more

Rudy April 11, 2019April 20, 2021 MicroRogue DevDiary No Comments Read more

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

Rudy April 9, 2019 MicroRogue DevDiary No Comments Read more

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

Rudy April 8, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #102 – Player charge continued

There are a bunch of things I need to add to my charge implementation. It kind of sounds like a simple feature. But the thing with these “oh, it’s just player moving faster for a bit” is all the extra

Rudy March 22, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #101 – Player charge

I planed to do player charging from very early on, but I guess it takes 100 posts for me to actually get to it. This is the kind of feature that should be added at the earliest opportunity for it

Rudy March 14, 2019March 22, 2019 MicroRogue DevDiary No Comments Read more

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

Rudy August 3, 2018August 3, 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

Categories

  • Blog (10)
  • MicroRogue DevDiary (103)
  • Uproot DevDiary (8)
Copyright © 2023 Rudy's Blog. All rights reserved. Theme Spacious by ThemeGrill. Powered by: WordPress.