Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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1 day ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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1 day ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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3 days ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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4 days ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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7 days ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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1 week ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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3 weeks ago |
Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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4 weeks ago |
Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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4 weeks ago |
Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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4 weeks ago |
Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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4 weeks ago |
Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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4 weeks ago |
Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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4 weeks ago |
Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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4 weeks ago |
Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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1 month ago |
Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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1 month ago |
Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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1 month ago |
Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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1 month ago |
Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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1 month ago |
Zed A. Shaw
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37715f05a5
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Cleaned up maze and ready to use.
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1 month ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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1 month ago |
Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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1 month ago |
Zed A. Shaw
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0f8e61797f
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Now using a hunt-and-kill maze algorithm.
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1 month ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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1 month ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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1 month ago |
Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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2 months ago |
Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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2 months ago |
Zed A. Shaw
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1780a758b3
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Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
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2 months ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2 months ago |
Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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2 months ago |
Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2 months ago |
Zed A. Shaw
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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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2 months ago |
Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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2 months ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2 months ago |
Zed A. Shaw
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a70f11646a
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RitualBelt now has an API.
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2 months ago |
Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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2 months ago |
Zed A. Shaw
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17d30e2ed2
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Add a dump function and clean up some data.
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2 months ago |
Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2 months ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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3 months ago |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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3 months ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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3 months ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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3 months ago |
Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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3 months ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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3 months ago |
Zed A. Shaw
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c1aba2d5c8
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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3 months ago |
Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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3 months ago |
Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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3 months ago |
Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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3 months ago |
Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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3 months ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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3 months ago |