Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/assets
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
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sounds Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 3 months ago
ai.json 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. 3 months ago
animations.json Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
armored_knight_1-256.png
armored_knight_1-512.png
axe_ranger-256.png Build is working on both OSX and Windows. Now for linux. 3 months ago
blood_splatter-256.png You now have blood on your screen when below half health. 4 months ago
bosses.json 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. 3 months ago
ceiling_test-256.png
ceiling_test-512.png
ceiling_worm-256.png
cinqueda_1-256.png
cinqueda_1-512.png
config.json Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
devices.json BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 3 months ago
devils_fingers_background.jpg 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. 3 months ago
devils_fingers_sprite.png Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 3 months ago
devils_fingers_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 3 months ago
down_the_well.jpg 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. 3 months ago
enemies.json Right before coverage destroys everything. 3 months ago
evil_eye-sprites.png Build is working on both OSX and Windows. Now for linux. 3 months ago
evil_eye_test-256.png
evil_eye_test-512.png
floor_tile_test-256.png
floor_tile_test-512.png
grave_stone-256.png 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 months ago
hairy_spider-256.png Bring in a spider enemy. 4 months ago
hanging_brazier-256.png Create a bunch of textures for sprites in the game. 4 months ago
healing_potion_small-256.png Create a bunch of textures for sprites in the game. 4 months ago
items.json BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 3 months ago
left_gui.png Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. 4 months ago
rat-king-boss-fight-test-small.jpg Initial idea for the boss fight UI but it's just a temporary holder for now. 3 months ago
rat_king-256.png Forgot the rat king graphic. 3 months ago
rat_king_2_frame_animation.png Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 3 months ago
rat_king_boss_fight_background.jpg Boss fight looking better, but I need to get this bounce animation in the main game fights. 3 months ago
rat_king_boss_fight_sprite.png Boss fight looking better, but I need to get this bounce animation in the main game fights. 3 months ago
rat_with_sword-256.png New rat enemy. 4 months ago
ritual_crafting_area.png Very early prototype of the ritual crafting UI, but it needs its own thing. 3 months ago
rituals.json 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. 3 months ago
rope_vines_up-256.png All of the assets I need right now are done. 4 months ago
text.otf
the_ritual_circle.png Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
tiles.json Initial idea for the boss fight UI but it's just a temporary holder for now. 3 months ago
torch_crappy-256.png Create a bunch of textures for sprites in the game. 4 months ago
torch_horizontal_floor-256.png More assets. 4 months ago
torch_pillar-256.png Create a bunch of textures for sprites in the game. 4 months ago
torch_pillar-512.png Create a bunch of textures for sprites in the game. 4 months ago
trash_button.png Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 3 months ago
tripwire_trap-256.png All of the assets I need right now are done. 4 months ago
tunnel_with_rocks.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 3 months ago
tunnel_with_rocks_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 3 months ago
undead_peasant-256.png
undead_peasant-spritesheet.png Build is working on both OSX and Windows. Now for linux. 3 months ago
wall_simple-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
wall_texture_test-256.png
wall_texture_test-512.png
wall_with_pillars-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
wall_with_vines-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
well_down-256.png More assets. 4 months ago
wood_barrel_large-256.png
wood_barrel_large-512.png
wood_barrel_small-256.png More assets. 4 months ago
wood_wall-256.png
wood_wall-512.png