Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2 days ago |
Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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3 days ago |
Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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3 days ago |
Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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3 days ago |
Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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4 days ago |
Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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5 days ago |
Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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1 week ago |
Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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1 week ago |
Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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1 week ago |
Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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1 week ago |
Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2 weeks ago |
Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2 weeks ago |
Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2 weeks ago |
Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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2 weeks ago |
Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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2 weeks ago |
Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2 weeks ago |
Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2 weeks ago |
Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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4 weeks ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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1 month ago |
Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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1 month ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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1 month ago |
Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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1 month ago |
Zed A. Shaw
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e8199a973c
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Fix up the healing potion so it looks more like a healing potion.
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2 months ago |
Zed A. Shaw
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d2a5dfa713
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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2 months ago |
Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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2 months ago |
Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2 months ago |
Zed A. Shaw
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31df3fe7a3
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Better light ceiling and floor tiles.
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2 months ago |
Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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2 months ago |
Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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2 months ago |
Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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2 months ago |
Zed A. Shaw
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af2947c50a
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Simple styling of the rooms done.
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2 months ago |
Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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2 months ago |
Zed A. Shaw
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ea9f6bf383
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Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
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2 months ago |
Zed A. Shaw
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f45dbe8c48
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Ready to refactor the tilemap so I can stylize different parts of the maps generated.
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2 months ago |
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 months 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 months 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 months 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 months 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 months ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2 months 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 months ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2 months 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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2 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months ago |