Zed A. Shaw
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31df3fe7a3
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Better light ceiling and floor tiles.
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6 days ago |
Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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1 week 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 week ago |
Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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1 week ago |
Zed A. Shaw
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af2947c50a
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Simple styling of the rooms done.
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1 week 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 week ago |
Zed A. Shaw
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ea9f6bf383
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Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
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1 week ago |
Zed A. Shaw
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f45dbe8c48
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Ready to refactor the tilemap so I can stylize different parts of the maps generated.
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1 week ago |
Zed A. Shaw
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96a585220b
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Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
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1 week ago |
Zed A. Shaw
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c0d668fb0b
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Played around with a circular map real quick.
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1 week 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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2 weeks ago |
Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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2 weeks ago |
Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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2 weeks ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2 weeks ago |
Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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2 weeks ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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3 weeks ago |
Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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3 weeks ago |
Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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ad1d08ca96
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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1 month ago |
Zed A. Shaw
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dac9b1b3de
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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1 month ago |
Zed A. Shaw
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2fb1687997
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Now have sounds and shaders working on the button for each of the different elements.
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1 month ago |
Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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1 month ago |
Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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1 month 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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1 month ago |
Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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1 month 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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1 month ago |
Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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1 month ago |
Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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2 months ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2 months ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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2 months ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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2 months ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2 months ago |
Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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2 months ago |
Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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2 months ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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2 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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2 months ago |
Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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2 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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2 months ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2 months ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2 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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2 months ago |
Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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2 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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2 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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2 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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2 months ago |