Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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5 days 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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5 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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86eabed3db
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Now when you loot an item the loot UI works.
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1 week ago |
Zed A. Shaw
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4a48910273
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There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
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1 week ago |
Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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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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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2 weeks ago |
Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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2 weeks 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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4 weeks ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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1 month ago |
Zed A. Shaw
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6cbfcf993e
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Meson build was using the wrong sfml_main on windows.
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1 month ago |
Zed A. Shaw
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a2246d2b71
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Move the map_view and mini_map into gui as well.
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1 month 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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cc44c9d37a
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Move the guecstra stuff into the gui.
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1 month ago |
Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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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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abea6da2e0
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More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs.
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2 months ago |
Zed A. Shaw
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c51d46aeb8
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Meson build now attempts to force local only build and linkage.
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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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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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2 months ago |
Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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2 months ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2 months ago |
Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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2 months ago |
Zed A. Shaw
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4f090159ab
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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.
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3 months ago |
Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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3 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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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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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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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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3 months ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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3 months ago |
Zed A. Shaw
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d3158291f7
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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.
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3 months ago |
Zed A. Shaw
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49531ba148
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Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing.
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3 months ago |
Zed A. Shaw
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63f032ff12
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BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that.
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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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3f83d3f0bb
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A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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3 months ago |
Zed A. Shaw
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a079f882df
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Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
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3 months ago |
Zed A. Shaw
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01525388ec
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GOAP is now working in a basic way, time to clean it up.
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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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b7948f8154
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Build is working on both OSX and Windows. Now for linux.
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3 months ago |
Zed A. Shaw
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e1f9942da3
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Mostly working OSX build options, but it crashes on close with a thread error.
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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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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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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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54fbf22b6d
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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.
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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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83df9ff03b
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Super awesome twitchy animation for axe guy.
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4 months ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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4 months ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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4 months ago |