Commit Graph

56 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)

Author SHA1 Message Date
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2 days ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 7 days ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 1 week ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 1 week ago
Zed A. Shaw ad1d08ca96 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. 1 week ago
Zed A. Shaw 5aa9bcb655 Remove stray log. 2 weeks ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 2 weeks ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2 weeks ago
Zed A. Shaw 7186c2ecb0 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. 3 weeks ago
Zed A. Shaw 35ced58cc9 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. 3 weeks ago
Zed A. Shaw b5d93399d5 Converted the buttons to reflect the actions you can take. 4 weeks ago
Zed A. Shaw e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 4 weeks ago
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 4 weeks ago
Zed A. Shaw 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 1 month ago
Zed A. Shaw 4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 1 month ago
Zed A. Shaw 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 1 month ago
Zed A. Shaw 6fe343d82d Bad commit previously, but not minimap updates. 1 month ago
Zed A. Shaw 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 1 month ago
Zed A. Shaw 6c9016eb0f 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. 2 months ago
Zed A. Shaw a53f81715d Have a basic map prototype gui working. 2 months ago
Zed A. Shaw 65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. 2 months ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 2 months ago
Zed A. Shaw d3158291f7 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. 2 months ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 2 months ago
Zed A. Shaw f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. 2 months ago
Zed A. Shaw ad71631809 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. 2 months ago
Zed A. Shaw ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 2 months ago
Zed A. Shaw a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 2 months ago
Zed A. Shaw 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2 months ago
Zed A. Shaw 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. 2 months ago
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 2 months ago
Zed A. Shaw a0c0308461 More boss fight UI done and a bit of ambient sound working. 2 months ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2 months ago
Zed A. Shaw a72d2879fd Don't need the debugging. 2 months ago
Zed A. Shaw 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 2 months ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2 months ago
Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 2 months ago
Zed A. Shaw d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2 months ago
Zed A. Shaw 14a96d0b63 Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it. 2 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 months ago
Zed A. Shaw 54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2 months ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 months ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 months ago
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2 months ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 months ago
Zed A. Shaw b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. 2 months ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 months ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 months ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 months ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 months ago