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MicroRogue DevDiary #104 – Gear stat feedback

Now that I made a bunch gear logic changes and hopefully settled on how gear provides gameplay values, I need to show feedback to the player. First of all, the player can now have no armor or shields, but my

Rudy March 23, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #98 – HUD fix-up

My HUD has slowly become a mess. This seems to a recurring theme with my features — they slowly degrade as time goes on. And, yes, it’s my fault for adding and changing things. It’s probably also my fault for

Rudy March 9, 2019March 9, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #97 – Damage numbers

I thought about doing damage numbers for a while now — floating damage amount indicators showing the amount of damage enemies receive from various sources. In the end, I decided to do these now — to show player weapon upgrade

Rudy March 7, 2019March 7, 2019 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

MicroRogue DevDiary #24 – HUD Reticle

Okay, I really need to get gunplay going. For that the player needs to be able to aim and shoot. I have the basics, but it still feels rigid and un-fun. So let’s start with a proper weapon aiming reticle

Rudy July 22, 2018July 24, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #19 – HUD

I’ve been working on dungeons for a while now, so I think it’s time to get back to gameplay stuff and feedback. Namely, I want to start doing some HUD/UI work. The big picture is that I am going to

Rudy July 17, 2018July 24, 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)

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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