Zed A. Shaw
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96a585220b
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Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
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2 weeks ago |
Zed A. Shaw
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c0d668fb0b
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Played around with a circular map real quick.
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2 weeks ago |
Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2 weeks ago |
Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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2 weeks ago |
Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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2 weeks ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2 weeks ago |
Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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2 weeks ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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3 weeks ago |
Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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3 weeks ago |
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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1 month 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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1 month 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 month 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 month 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 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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 months 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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2 months ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2 months ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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2 months ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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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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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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2 months 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 months 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 months 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 months 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 months 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 months 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 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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3 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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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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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 |