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 #94 – Barrel props
My rooms are currently devoid of any interactable environment. Sure, there are mobs, but that’s no enough. There is an occasional chest, but they are far and few, so they can’t fill out rooms. I am still to adjust exact
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 #42 – Player teleports
I have decided that the player will teleport in and out of the level via teleport pads. Firstly, it’s fairly easy to do animation-wise and creates fewer sprite issues. And it also kind of fits the sci-fi-ish story I think
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