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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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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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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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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2 weeks ago |
Zed A. Shaw
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37715f05a5
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Cleaned up maze and ready to use.
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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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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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2 weeks 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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2 weeks 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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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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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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3 weeks 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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3 weeks 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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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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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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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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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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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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1 month ago |
Zed A. Shaw
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a70f11646a
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RitualBelt now has an API.
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1 month ago |
Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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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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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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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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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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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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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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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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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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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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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 |
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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2 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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2 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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2 months ago |
Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2 months ago |
Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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2 months ago |
Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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3 months ago |
Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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3 months ago |
Zed A. Shaw
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5ed8196c80
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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3 months ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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3 months ago |
Zed A. Shaw
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d3158291f7
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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.
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3 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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3 months ago |
Zed A. Shaw
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1d2968f826
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Move the ritual stuff to the combat namespace.
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3 months ago |
Zed A. Shaw
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49531ba148
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Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing.
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3 months ago |
Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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3 months ago |
Zed A. Shaw
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15bb69624b
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Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more.
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3 months ago |
Zed A. Shaw
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eeea3c794f
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The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works.
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3 months ago |
Zed A. Shaw
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63f032ff12
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BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that.
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3 months ago |
Zed A. Shaw
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75db188dc6
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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.
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3 months ago |