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Walls

MicroRogue DevDiary #87 – Perspective tiles, walls and doors

The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post

Rudy February 17, 2019 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #65 – Wall logic cleanup

Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m

Rudy November 20, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #64 – Walls and doors, again

Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced

Rudy November 10, 2018November 10, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #54 – Wall and door visuals

Okay, so now I need to untangle the mess I made with the tiles and walls in the previous post. First, I’m getting rid of the “features” that I don’t want and need to redo differently. And then reimplementing the

Rudy September 5, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #53 – Tile door attempt

Future note: Well, this blog post is now called an “attempt” because (spoiler alert) below is me failing to properly make the feature I wanted. Oh well. I still feel I will document this as a “full day spent working

Rudy September 3, 2018September 4, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #52 – Wall tops

So I have been thinking on how I am going to do my walls. No matter how I twist it, I have got to have additional sprites to visually show the verticalness of the level and walls. I am treating

Rudy September 2, 2018September 3, 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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