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 weeks 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 weeks 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 weeks 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 weeks 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 weeks 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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3 weeks ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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4 weeks ago |
Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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1 month 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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1 month ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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1 month 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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1 month ago |
Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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1 month ago |
Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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1 month ago |
Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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1 month ago |
Zed A. Shaw
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ad71631809
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Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
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1 month ago |
Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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1 month ago |
Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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2 months ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2 months ago |
Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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2 months ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2 months ago |
Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2 months ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 months ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2 months ago |
Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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2 months ago |
Zed A. Shaw
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baa4d8ee2b
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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2 months ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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2 months ago |
Zed A. Shaw
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e04c03b381
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Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
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2 months ago |
Zed A. Shaw
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9c66e870d2
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Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same.
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2 months ago |
Zed A. Shaw
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cfe56bbf99
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Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying.
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2 months ago |
Zed A. Shaw
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f8dd5d816f
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Basic combat system prototype works, but needs more GUI love to really work in the game.
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2 months ago |
Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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2 months ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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2 months ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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2 months ago |
Zed A. Shaw
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0cbe20af35
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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.
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2 months ago |
Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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2 months ago |
Zed A. Shaw
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a69be90464
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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.
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2 months ago |
Zed A. Shaw
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d798d154ae
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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.
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2 months ago |
Zed A. Shaw
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e85b5d998b
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System now controls the motion better since it's not GUIs job.
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2 months ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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3 months ago |