Commit Graph

  • a53f81715d Have a basic map prototype gui working. Zed A. Shaw 2025-03-20 04:13:22 -0400
  • 8b3573b01d Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. Zed A. Shaw 2025-03-20 03:25:35 -0400
  • 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. Zed A. Shaw 2025-03-20 01:10:01 -0400
  • 0a40135f5d Throw in the distance to mess with it later. Zed A. Shaw 2025-03-19 22:34:56 -0400
  • 65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. Zed A. Shaw 2025-03-19 22:10:17 -0400
  • 263b7741f6 The ritual UI is now in its own thing, but not hooked up yet. Zed A. Shaw 2025-03-19 00:48:43 -0400
  • f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. Zed A. Shaw 2025-03-19 00:14:43 -0400
  • a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. Zed A. Shaw 2025-03-17 23:53:58 -0400
  • 2baa044695 Final little fixes for testing. Zed A. Shaw 2025-03-17 23:36:14 -0400
  • 5ed8196c80 Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). Zed A. Shaw 2025-03-17 23:16:51 -0400
  • 0efb17371b Now have a simple stats test. Zed A. Shaw 2025-03-17 22:56:18 -0400
  • d3158291f7 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. Zed A. Shaw 2025-03-17 15:23:47 -0400
  • 113a4a3b3e Now have a coverage report. Zed A. Shaw 2025-03-17 00:21:27 -0400
  • c4611c0138 Right before coverage destroys everything. Zed A. Shaw 2025-03-16 23:17:43 -0400
  • 1d2968f826 Move the ritual stuff to the combat namespace. Zed A. Shaw 2025-03-16 13:46:40 -0400
  • 49531ba148 Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. Zed A. Shaw 2025-03-16 13:34:38 -0400
  • 8368d2e751 Prep for the next cleaning quality cycle. Zed A. Shaw 2025-03-16 10:26:54 -0400
  • 15bb69624b Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more. Zed A. Shaw 2025-03-16 00:46:24 -0400
  • eeea3c794f The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works. Zed A. Shaw 2025-03-15 23:39:54 -0400
  • 7984540c0c Added a check to see if a found state is already in a closed_set so I can skip it. Zed A. Shaw 2025-03-15 22:57:09 -0400
  • 63f032ff12 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. Zed A. Shaw 2025-03-15 22:30:10 -0400
  • 75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. Zed A. Shaw 2025-03-15 11:43:46 -0400
  • c4e01775bc Enemies will now get scared when their health is low. Zed A. Shaw 2025-03-15 10:45:27 -0400
  • 00f76dfb34 Need to tag the events with their number for debugging. Zed A. Shaw 2025-03-15 10:45:07 -0400
  • 2815375836 Test now can work the enemy AI to prototype behavior. Zed A. Shaw 2025-03-14 23:48:03 -0400
  • db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. Zed A. Shaw 2025-03-14 22:39:08 -0400
  • f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. Zed A. Shaw 2025-03-14 13:41:22 -0400
  • ad71631809 Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. Zed A. Shaw 2025-03-14 11:14:25 -0400
  • 77f2e94515 Figuring out something weird about the Pathing::random_walk code. Zed A. Shaw 2025-03-13 23:03:14 -0400
  • ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System. Zed A. Shaw 2025-03-13 13:44:42 -0400
  • 0623170dbc Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet. Zed A. Shaw 2025-03-12 13:56:05 -0400
  • d15c9b12fd Autowalker is now using the GOAP AI system and works way better. Still quite a lot of jank in the code but that'll get removed over time. Next thing is being able to detect when its near an item/enemy and properly react. Zed A. Shaw 2025-03-12 12:15:21 -0400
  • ff81c78d13 The autowalker now uses the GOAP AI system to walk the map and do its thing. The code needs a big cleanup, so I might just do a full rewrite based on what I know now. Zed A. Shaw 2025-03-12 00:41:40 -0400
  • fc66d221d4 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. Zed A. Shaw 2025-03-11 15:33:14 -0400
  • 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. Zed A. Shaw 2025-03-11 10:57:29 -0400
  • b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things. Zed A. Shaw 2025-03-11 00:32:11 -0400
  • a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. Zed A. Shaw 2025-03-10 22:30:56 -0400
  • 9d6dc2f5dd Now can load action specs from JSON. Zed A. Shaw 2025-03-10 14:07:31 -0400
  • 3d8a2d4342 GOAP now uses only bit operations to do its thing. Zed A. Shaw 2025-03-10 12:13:08 -0400
  • 01525388ec GOAP is now working in a basic way, time to clean it up. Zed A. Shaw 2025-03-10 11:06:26 -0400
  • 2992193447 GOAP is now matching cppGOAP but needs a serious cleanup. Zed A. Shaw 2025-03-10 00:42:59 -0400
  • 15c2efc415 A barely working GOAP now, but need to confirm it's on par with other libraries. Zed A. Shaw 2025-03-09 23:40:15 -0400
  • a34e2cd475 GOAP is structured but not working yet. Zed A. Shaw 2025-03-09 14:05:53 -0400
  • a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. Zed A. Shaw 2025-03-08 23:23:29 -0500
  • 73b0600039 Quick notes on the linux build. Zed A. Shaw 2025-03-06 23:51:18 -0500
  • b68fd249ca Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake. Zed A. Shaw 2025-03-06 22:22:42 -0500
  • b7948f8154 Build is working on both OSX and Windows. Now for linux. Zed A. Shaw 2025-03-06 20:22:51 -0500
  • e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. Zed A. Shaw 2025-03-06 14:11:12 -0500
  • 28b900e4ff Finally created an installer so people can try the game. version-0.1 Zed A. Shaw 2025-03-05 13:39:38 -0500
  • 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. Zed A. Shaw 2025-03-05 01:01:36 -0500
  • 281a7f687a Can now mark json/components with std::optional and then they can be null/false to disable them. Zed A. Shaw 2025-03-04 23:06:46 -0500
  • 243b4c2663 Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. Zed A. Shaw 2025-03-04 22:16:47 -0500
  • 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. Zed A. Shaw 2025-03-04 12:12:27 -0500
  • 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. Zed A. Shaw 2025-03-04 09:31:15 -0500
  • 6e8aa48332 BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game. Zed A. Shaw 2025-03-03 12:44:26 -0500
  • ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. Zed A. Shaw 2025-03-03 11:15:49 -0500
  • a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. Zed A. Shaw 2025-03-02 12:36:08 -0500
  • 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. Zed A. Shaw 2025-03-01 13:41:42 -0500
  • b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. Zed A. Shaw 2025-03-01 00:46:40 -0500
  • 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. Zed A. Shaw 2025-03-01 00:24:19 -0500
  • 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. Zed A. Shaw 2025-02-28 22:29:25 -0500
  • e020f25dd1 Move the compass to the left so that enemies don't have N on their head. Zed A. Shaw 2025-02-28 13:34:48 -0500
  • 2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. Zed A. Shaw 2025-02-28 13:03:13 -0500
  • 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. Zed A. Shaw 2025-02-28 10:48:45 -0500
  • a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. Zed A. Shaw 2025-02-28 10:20:28 -0500
  • 976b353901 Reduce the bit rate and sample rate to get a lower quality effect on the sound. Zed A. Shaw 2025-02-28 01:04:23 -0500
  • a0c0308461 More boss fight UI done and a bit of ambient sound working. Zed A. Shaw 2025-02-28 00:52:48 -0500
  • 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. Zed A. Shaw 2025-02-27 15:24:17 -0500
  • a72d2879fd Don't need the debugging. Zed A. Shaw 2025-02-27 11:12:04 -0500
  • 11ea08bc7f Have a little debug minimap in the top right when autowalking with debug on. Zed A. Shaw 2025-02-27 11:02:02 -0500
  • da1e38e21c Works a bit better now, but still gets stuck on combat and sometimes in alleys. Zed A. Shaw 2025-02-27 10:19:59 -0500
  • cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. Zed A. Shaw 2025-02-27 03:02:28 -0500
  • 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. Zed A. Shaw 2025-02-27 02:29:53 -0500
  • e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. Zed A. Shaw 2025-02-26 13:49:25 -0500
  • d4355a608d Now have an autowalker class that allows me to drive the game from an external source. Zed A. Shaw 2025-02-26 13:39:25 -0500
  • 1aba26831b Also allow mouse clicks to stop autowalk. Zed A. Shaw 2025-02-26 12:51:24 -0500
  • d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. Zed A. Shaw 2025-02-26 12:43:12 -0500
  • 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. Zed A. Shaw 2025-02-26 12:22:55 -0500
  • a876229e18 Forgot the rat king graphic. Zed A. Shaw 2025-02-26 12:22:31 -0500
  • 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. Zed A. Shaw 2025-02-26 10:39:30 -0500
  • b75a2b8c31 Add the rat king. Zed A. Shaw 2025-02-26 10:32:39 -0500
  • 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. Zed A. Shaw 2025-02-25 13:15:39 -0500
  • e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. Zed A. Shaw 2025-02-25 03:01:07 -0500
  • 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. Zed A. Shaw 2025-02-25 01:29:14 -0500
  • 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. Zed A. Shaw 2025-02-25 00:56:54 -0500
  • 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. Zed A. Shaw 2025-02-24 23:26:50 -0500
  • 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. Zed A. Shaw 2025-02-24 12:05:54 -0500
  • dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. Zed A. Shaw 2025-02-24 01:56:16 -0500
  • 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. Zed A. Shaw 2025-02-23 23:57:46 -0500
  • e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. Zed A. Shaw 2025-02-23 22:57:27 -0500
  • 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. Zed A. Shaw 2025-02-23 02:13:14 -0500
  • fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. Zed A. Shaw 2025-02-22 23:26:47 -0500
  • b8bafdcab5 Forgot the pickup sound. Zed A. Shaw 2025-02-22 23:07:03 -0500
  • daae239831 Created a simple pickup sound that sounds like you put something in your bag. Zed A. Shaw 2025-02-22 23:06:20 -0500
  • 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. Zed A. Shaw 2025-02-22 22:40:44 -0500
  • 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. Zed A. Shaw 2025-02-22 22:27:56 -0500
  • 2261e6f418 Remove that terrible walking sound. Zed A. Shaw 2025-02-22 22:19:05 -0500
  • 6e56de08c5 Quick little fix to add a blank sound for placeholders. Zed A. Shaw 2025-02-22 22:18:41 -0500
  • 3720340ab7 Have a really bad walking sound. Zed A. Shaw 2025-02-22 13:26:33 -0500
  • 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. Zed A. Shaw 2025-02-22 12:48:37 -0500