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 #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
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 #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
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
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