Commit Graph

245 Commits (b7948f81544f57321abc5bfe3b5f8dfeb8aedf17)
 

Author SHA1 Message Date
Zed A. Shaw b7948f8154 Build is working on both OSX and Windows. Now for linux. 3 days ago
Zed A. Shaw e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. 3 days ago
Zed A. Shaw 28b900e4ff Finally created an installer so people can try the game. 4 days ago
Zed A. Shaw 5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 4 days ago
Zed A. Shaw 281a7f687a Can now mark json/components with std::optional and then they can be null/false to disable them. 4 days ago
Zed A. Shaw 243b4c2663 Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 4 days ago
Zed A. Shaw 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 5 days ago
Zed A. Shaw eb8fb82837 BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. 5 days ago
Zed A. Shaw 6e8aa48332 BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game. 6 days 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. 6 days ago
Zed A. Shaw a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 7 days 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. 1 week ago
Zed A. Shaw b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. 1 week ago
Zed A. Shaw 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 1 week ago
Zed A. Shaw 6e363ba78d Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 1 week ago
Zed A. Shaw e020f25dd1 Move the compass to the left so that enemies don't have N on their head. 1 week ago
Zed A. Shaw 2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 week 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. 1 week ago
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 1 week ago
Zed A. Shaw 976b353901 Reduce the bit rate and sample rate to get a lower quality effect on the sound. 1 week ago
Zed A. Shaw a0c0308461 More boss fight UI done and a bit of ambient sound working. 1 week ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 1 week ago
Zed A. Shaw a72d2879fd Don't need the debugging. 1 week ago
Zed A. Shaw 11ea08bc7f Have a little debug minimap in the top right when autowalking with debug on. 1 week ago
Zed A. Shaw da1e38e21c Works a bit better now, but still gets stuck on combat and sometimes in alleys. 1 week ago
Zed A. Shaw cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. 1 week 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. 1 week ago
Zed A. Shaw e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. 2 weeks ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2 weeks ago
Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 2 weeks 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 weeks 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 weeks ago
Zed A. Shaw a876229e18 Forgot the rat king graphic. 2 weeks ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
Zed A. Shaw b75a2b8c31 Add the rat king. 2 weeks 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 weeks ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 weeks ago
Zed A. Shaw 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2 weeks ago
Zed A. Shaw 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2 weeks 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 weeks 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 weeks ago
Zed A. Shaw dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2 weeks ago
Zed A. Shaw 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2 weeks ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks 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 weeks ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 weeks ago
Zed A. Shaw b8bafdcab5 Forgot the pickup sound. 2 weeks ago
Zed A. Shaw daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2 weeks ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2 weeks ago
Zed A. Shaw 389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2 weeks ago