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Upgrades

MicroRogue DevDiary #72 – Gear and loadout

I mentioned that I want to have the player select gear to equip. There are some design directions I want to go with this that I will likely talk about later. The main idea is that the player gets a

Rudy December 7, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #70 – New upgrade system

My upgrade system is very lacking at the moment. I also have no controller-usable UI for upgrading. My upgrade terminal is currently broken. An upgrade can be summed up as (cost, stat boost, level): Barring pretty UI, this is pretty

Rudy December 3, 2018December 7, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #47 – Upgrade improvements

Time to expand my upgrade system and add more upgrades. This is a replayable roguelike — you grind the dungeon, die, get some points, buy some upgrades, grind the dungeon a bit faster and a bit further. Rinse and repeat

Rudy August 27, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #35 – Scrap and upgrades

Enemies now break up into pieces and that’s very cool. But I’d also really want the player to collect something from this. May be not from every enemy and may be dependent on the enemy type, but something. There should

Rudy August 4, 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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