Zed A. Shaw
|
f208ca946e
|
Made the components module work like textures and sound so that there's just one constant map of components.
|
2 weeks ago |
Zed A. Shaw
|
ab391aaa97
|
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.
|
2 weeks ago |
Zed A. Shaw
|
d2a5dfa713
|
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.
|
3 weeks ago |
Zed A. Shaw
|
931d9493d2
|
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.
|
3 weeks ago |
Zed A. Shaw
|
e015652f4c
|
Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
|
3 weeks ago |
Zed A. Shaw
|
8453e7c3b9
|
Map is back.
|
4 weeks ago |
Zed A. Shaw
|
af2947c50a
|
Simple styling of the rooms done.
|
4 weeks ago |
Zed A. Shaw
|
3a745d492a
|
Refactored out the tilemap since it was mostly doing nothing useful.
|
4 weeks ago |
Zed A. Shaw
|
c0d668fb0b
|
Played around with a circular map real quick.
|
4 weeks ago |
Zed A. Shaw
|
9dcc2036aa
|
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.
|
4 weeks ago |
Zed A. Shaw
|
4eaf3c35d6
|
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.
|
4 weeks ago |
Zed A. Shaw
|
5f1a453fb4
|
Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
|
4 weeks ago |
Zed A. Shaw
|
20f03731e5
|
Cleaned up the maze placement so that I can have mazes without rooms and with other features.
|
4 weeks ago |
Zed A. Shaw
|
33cd490ed3
|
Playing with maze gen again.
|
1 month ago |
Zed A. Shaw
|
ac252bf09d
|
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.
|
1 month ago |
Zed A. Shaw
|
a0b785cb2a
|
Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
|
1 month ago |
Zed A. Shaw
|
0f8e61797f
|
Now using a hunt-and-kill maze algorithm.
|
1 month ago |
Zed A. Shaw
|
7a0b2f988d
|
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.
|
1 month ago |
Zed A. Shaw
|
bc557652ba
|
The player now has some starting items to craft a first weapon, and it is craftable in the UI.
|
2 months ago |
Zed A. Shaw
|
00c28f47eb
|
Rituals are now being added a belt on the player in a temp function in LevelManager.
|
2 months ago |
Zed A. Shaw
|
4f090159ab
|
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.
|
3 months ago |
Zed A. Shaw
|
2e79cf8781
|
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.
|
3 months ago |
Zed A. Shaw
|
a6d83db20c
|
Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
|
3 months 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.
|
4 months ago |
Zed A. Shaw
|
29e6d45dc6
|
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
|
4 months ago |
Zed A. Shaw
|
be4d0d51de
|
Two main GUI elements are placed for the left side status and the bottom combat UIs.
|
4 months ago |
Zed A. Shaw
|
421cca308b
|
Fixed player showing up as an enemy and did better map centering.
|
4 months ago |
Zed A. Shaw
|
abd843d5ec
|
Very basic attack system.
|
4 months ago |
Zed A. Shaw
|
6bca6d021e
|
Sprite is now a component we can place on anything to render it.
|
4 months ago |
Zed A. Shaw
|
a69be90464
|
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
|
4 months ago |
Zed A. Shaw
|
9e91c71125
|
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
|
4 months ago |
Zed A. Shaw
|
a67d25ee10
|
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
|
5 months ago |
Zed A. Shaw
|
56d67aba28
|
First hack to get a random gen map going.
|
5 months ago |
Zed A. Shaw
|
2daa1c9bd5
|
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
|
5 months ago |