Zed A. Shaw
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9468990f76
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DNDLoot works now, just had to fix a problem with the constructor.
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6 days ago |
Zed A. Shaw
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82ee8f68f7
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Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
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6 days ago |
Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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2 weeks ago |
Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2 weeks ago |
Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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2 weeks ago |
Zed A. Shaw
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bed5ce22d2
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Move gui_fsm to fsm but this causes some problems.
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1 month ago |
Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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1 month 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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1 month ago |
Zed A. Shaw
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eb350698aa
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Only default mute sounds in debug.
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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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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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3 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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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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3 months ago |
Zed A. Shaw
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a34becdaeb
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A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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3 months ago |
Zed A. Shaw
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b68fd249ca
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Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake.
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3 months ago |
Zed A. Shaw
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28b900e4ff
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Finally created an installer so people can try the game.
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4 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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4 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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4 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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4 months ago |
Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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4 months ago |
Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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4 months ago |
Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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4 months ago |
Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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4 months ago |
Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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4 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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4 months ago |
Zed A. Shaw
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4b333c6684
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Fix the mouse so that it's discrete and one click means on action.
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4 months ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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4 months ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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4 months ago |
Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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4 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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4 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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4 months ago |
Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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4 months ago |
Zed A. Shaw
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7228bdf210
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Trying out an FSM for controlling the main loop.
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5 months ago |
Zed A. Shaw
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740e30cb2b
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Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
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5 months ago |
Zed A. Shaw
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48ac6603a8
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Implement a little junk camera on its own that we can use later for movement and views.
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5 months ago |
Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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5 months ago |
Zed A. Shaw
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cbf0955786
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Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
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5 months ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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5 months ago |
Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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5 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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5 months ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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5 months ago |
Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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5 months ago |
Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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5 months ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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5 months ago |
Zed A. Shaw
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da7075864b
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Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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5 months ago |
Zed A. Shaw
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ce1476b117
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Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
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5 months ago |
Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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5 months ago |
Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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5 months ago |
Zed A. Shaw
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831e15ca18
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Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
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5 months ago |
Zed A. Shaw
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53a151511e
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Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
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5 months ago |