Commit Graph

34 Commits (dfd59065f7f36cc89d3b4c6486835812f44221c6)

Author SHA1 Message Date
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 e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 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 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 weeks ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 weeks ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2 weeks ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 3 weeks ago
Zed A. Shaw 0199248354 New axe wielding ranger for you to kill. 3 weeks ago
Zed A. Shaw e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 3 weeks ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 weeks ago
Zed A. Shaw 615599084a Bring in a spider enemy. 3 weeks ago
Zed A. Shaw 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 3 weeks ago
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 3 weeks ago
Zed A. Shaw e7e0df6b70 New rat enemy. 3 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 4 weeks ago
Zed A. Shaw d38e2cb0f2 All of the assets I need right now are done. 4 weeks ago
Zed A. Shaw 4027b70867 More assets. 4 weeks ago
Zed A. Shaw 583ad6d9c5 Create a bunch of textures for sprites in the game. 4 weeks ago
Zed A. Shaw 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 4 weeks ago
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 4 weeks ago
Zed A. Shaw a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 4 weeks 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 weeks ago
Zed A. Shaw 4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 1 month ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 1 month 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. 1 month ago
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
Zed A. Shaw b87217ff90 Have a barely working animation thing that animates the evil eye when you click a button. 1 month ago
Zed A. Shaw 51c1e04f61 Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. 1 month ago
Zed A. Shaw 6ed57cd4a8 Closer to what I want for sprite loading but still needs more work. 1 month ago
Zed A. Shaw 51858ea399 Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work. 1 month ago
Zed A. Shaw 0882851b3f Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
Zed A. Shaw 5e6f95513c Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated. 1 month ago
Zed A. Shaw adfb6367d7 Finished the first pass of moving everything around and cleaning up as much as possible. 2 months ago