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 days ago |
Zed A. Shaw
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5c815cf755
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Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
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5 days ago |
Zed A. Shaw
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281a7f687a
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Can now mark json/components with std::optional and then they can be null/false to disable them.
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5 days ago |
Zed A. Shaw
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243b4c2663
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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5 days ago |
Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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5 days ago |
Zed A. Shaw
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eb8fb82837
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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.
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5 days ago |
Zed A. Shaw
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6e8aa48332
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BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game.
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6 days ago |
Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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6 days ago |
Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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1 week ago |
Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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1 week ago |
Zed A. Shaw
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b3b8cbbeee
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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1 week ago |
Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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1 week ago |
Zed A. Shaw
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6e363ba78d
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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.
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1 week ago |
Zed A. Shaw
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e020f25dd1
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Move the compass to the left so that enemies don't have N on their head.
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1 week ago |
Zed A. Shaw
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2d790c5986
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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1 week ago |
Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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1 week ago |
Zed A. Shaw
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a8ae6df13b
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Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
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1 week ago |
Zed A. Shaw
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976b353901
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Reduce the bit rate and sample rate to get a lower quality effect on the sound.
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1 week ago |
Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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1 week 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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1 week ago |
Zed A. Shaw
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a72d2879fd
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Don't need the debugging.
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1 week ago |
Zed A. Shaw
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11ea08bc7f
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Have a little debug minimap in the top right when autowalking with debug on.
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1 week ago |
Zed A. Shaw
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da1e38e21c
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Works a bit better now, but still gets stuck on combat and sometimes in alleys.
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1 week ago |
Zed A. Shaw
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cdb930a7f2
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Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices.
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2 weeks ago |
Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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2 weeks ago |
Zed A. Shaw
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e6c225f1c8
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Refactor the Map::neighbors so that it's part of pathing where it should be.
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2 weeks 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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2 weeks ago |
Zed A. Shaw
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1aba26831b
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Also allow mouse clicks to stop autowalk.
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2 weeks ago |
Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2 weeks ago |
Zed A. Shaw
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14a96d0b63
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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.
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2 weeks ago |
Zed A. Shaw
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a876229e18
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Forgot the rat king graphic.
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2 weeks ago |
Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2 weeks ago |
Zed A. Shaw
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b75a2b8c31
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Add the rat king.
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2 weeks 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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2 weeks ago |
Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2 weeks ago |
Zed A. Shaw
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9d49c6a30b
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Wasn't even using MAX so changed to just a simple BOOST variable that can become a config.
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2 weeks ago |
Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2 weeks ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2 weeks ago |
Zed A. Shaw
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1886c99920
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2 weeks ago |
Zed A. Shaw
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dfd59065f7
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Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
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2 weeks ago |
Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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2 weeks ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2 weeks ago |
Zed A. Shaw
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b7f49aa719
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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.
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2 weeks ago |
Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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2 weeks ago |
Zed A. Shaw
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b8bafdcab5
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Forgot the pickup sound.
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2 weeks ago |
Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2 weeks ago |
Zed A. Shaw
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806f8e4e1a
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Make enemies always twitch forward a bit, even if they have animation frames.
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2 weeks ago |
Zed A. Shaw
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389690e5c3
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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.
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2 weeks ago |
Zed A. Shaw
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2261e6f418
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Remove that terrible walking sound.
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2 weeks ago |
Zed A. Shaw
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6e56de08c5
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Quick little fix to add a blank sound for placeholders.
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2 weeks ago |