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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5 days ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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5 days ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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6 days ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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6 days 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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6 days 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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6 days 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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7 days ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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1 week 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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1 week 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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1 week 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 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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e18aeaf05c
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Bring back a simple blood splatter texture.
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2 weeks 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 weeks 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 weeks 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 weeks 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 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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4 weeks ago |
Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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4 weeks ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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4 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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1 month ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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1 month ago |
Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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1 month 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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1 month ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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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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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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1 month 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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1 month 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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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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2815375836
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Test now can work the enemy AI to prototype behavior.
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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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0623170dbc
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Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
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1 month ago |
Zed A. Shaw
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fc66d221d4
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Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work.
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1 month ago |
Zed A. Shaw
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b2c1b220ac
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ai.cpp now has a nice easy to use API for loading and running the GOAP things.
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1 month ago |
Zed A. Shaw
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b7948f8154
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Build is working on both OSX and Windows. Now for linux.
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2 months ago |
Zed A. Shaw
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5c815cf755
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Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
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2 months ago |
Zed A. Shaw
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281a7f687a
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Can now mark json/components with std::optional and then they can be null/false to disable them.
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2 months ago |
Zed A. Shaw
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243b4c2663
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2 months ago |
Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2 months ago |
Zed A. Shaw
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eb8fb82837
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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.
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2 months ago |
Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2 months ago |
Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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2 months ago |
Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2 months ago |
Zed A. Shaw
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b3b8cbbeee
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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2 months ago |
Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2 months ago |