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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4 days 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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7 days 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 week 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 week 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 week 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 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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 weeks 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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2 weeks 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 weeks 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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2 weeks 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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3 weeks ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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3 weeks ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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3 weeks ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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3 weeks 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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3 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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3 weeks 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 weeks 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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4 weeks 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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4 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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4 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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1 month 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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1 month ago |
Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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2 months 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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2 months 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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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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2 months 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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2 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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2 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2 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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2 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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2 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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2 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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2 months 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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2 months 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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2 months ago |