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Visual debugging

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 #76 – Animation-based effects

In this prolonged post I will implement effects that semi-automatically spawn based on the animation, so that I don’t have to specify fiddly values for every mob and such. Time traveler note: Half-way I realized I am doing things wrong

Rudy December 12, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #75 – Improvement interlude

There’s a lot of minor stuff I am doing all the time that doesn’t really fit anywhere or makes other posts bloated. So I’ll go over some important but small things that I am working on. A lot is to

Rudy December 11, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #36 – Dungeon tile styles

I need to have some variety in my levels in terms of visuals and the most obvious candidates are the tiles — having different rooms with different themed tilesets. For example, to have halls be different from arenas and such.

Rudy August 6, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #28 – Dungeon scoring

I’m more or less finished with cleaning up the dungeon. While I can direct the dungeon generation randomness and clean up as much as I can, it will still inevitably do something bad. I cannot fix every single corner case

Rudy July 27, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #27 – Dungeon cleanup

I’m going to implement an iterative dungeon generator, that is, a generator that can run multiple times and decide “okay, this dungeon is garbage, try again.” In fact, I could fail and retry early before I spend time on further

Rudy July 26, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #23 – Dungeon size

My dungeon has a problem of being both too small and too large relative to player and enemy size and area they can comfortably fight in. What I mean is that the player can travel a lot through the dungeon.

Rudy July 21, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #22 – Enemy betterment

Okay, more AI, but I’ll stop soon. I will also focus on refactoring, cleaning and generally improving my enemy and AI code. (It’s really important that I like the code, otherwise I won’t want to work on it. And “wanting

Rudy July 20, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #21 – Enemy desires

Since I removed all my brain state machine logic in favour of this new AI, I no longer have certain features I had, like seeking out the player. In fact, this will have to be done almost completely differently now.

Rudy July 19, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #20 – New AI

Now that I have a bunch of enemies being spawned in the dungeon, I need to make them smarter. Technically, I need to extend their capabilities, but make their behaviour fun-er. I want to have high standards for my AIs,

Rudy July 18, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #18 – Dungeon contents

I am slowly realizing that my current “room defines what is in it” approach isn’t going to cut it. Thankfully, I didn’t get very far with it or add too much code. The main reasons is me wanting to make

Rudy July 14, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #17 – Dungeon expanding

At this point, I’ve seen what sort of layouts I can theoretically produce. It’s a good time to rename my room designations to Halls and Hubs and have them in sizes Big, Medium and Small. This feels more readable and

Rudy July 13, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #16 – Dungeon improvements

I decided to work a bit more on dungeon generation and improve the layouts. I have made all the generation steps be random besides the parameters I set. Now I am adjusting logic to avoid bad results and produce more

Rudy July 12, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #14 – AI

I really need to get some gameplay going. I don’t particularly want to spend time on temporary enemy logic, so I will just go ahead and write the “full” AI from the start. I expect different enemies to have different

Rudy July 8, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #12 – Better collisions

I do not like my current collision system. When dynamic stuff interacts, everything just stops dead in their tracks. I expect the player to bump into a lot of things — enemies, chests, walls, etc. But it doesn’t feel good

Rudy July 5, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #11 – Path-finding

I already had an A* implementation, so I imported it into the project. Great post, see you next time!   Okay, so. I will need AIs in the game, and they will need path-finding. I cannot really do with straight

Rudy July 4, 2018July 25, 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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