Commit Graph

3 Commits (master)

Author SHA1 Message Date
Zed A. Shaw acbf384e2a Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. 2 weeks ago
Zed A. Shaw 8b3573b01d Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. 2 weeks ago
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2 weeks ago
Zed A. Shaw f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. 2 weeks ago
Zed A. Shaw d3158291f7 Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 2 weeks ago
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 2 weeks ago
Zed A. Shaw 75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 2 weeks ago
Zed A. Shaw 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 4 weeks ago
Zed A. Shaw eb8fb82837 BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. 4 weeks ago
Zed A. Shaw 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 1 month ago
Zed A. Shaw b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. 1 month ago
Zed A. Shaw 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 1 month ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 1 month ago
Zed A. Shaw b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. 1 month ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 1 month ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 1 month ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 1 month ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 1 month ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 2 months ago
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 2 months ago
Zed A. Shaw 0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 2 months ago
Zed A. Shaw a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2 months ago
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 months ago
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 2 months ago
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 months ago