Zed A. Shaw
|
0e79288afc
|
More notes on the next things to do.
|
2 weeks ago |
Zed A. Shaw
|
0a268591c2
|
Started working on the loot system which will eventually become the inventory/improved collision system.
|
2 weeks ago |
Zed A. Shaw
|
67cacd5dcd
|
Can actually save the game now.
|
2 weeks ago |
Zed A. Shaw
|
b2ed598c1f
|
Kind of working save now, but does have problems with dead things.
|
2 weeks ago |
Zed A. Shaw
|
da63f006c2
|
Config and save system almost there.
|
2 weeks ago |
Zed A. Shaw
|
713d400d17
|
Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
|
3 weeks ago |
Zed A. Shaw
|
ddf1ba955c
|
Now have a working config manager that can exist in the world properly.
|
3 weeks ago |
Zed A. Shaw
|
707e9e3d6e
|
Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
|
3 weeks ago |
Zed A. Shaw
|
0ba789697a
|
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
|
3 weeks ago |
Zed A. Shaw
|
e864e14eab
|
Rendering with color is working now but still has problems with enabling/resetting the default colors.
|
3 weeks ago |
Zed A. Shaw
|
9397af2a11
|
Rendering code stripped out of the GUI code.
|
3 weeks ago |
Zed A. Shaw
|
009b1e63a7
|
More refactoring to get the GUI dumber.
|
3 weeks ago |
Zed A. Shaw
|
710076edfb
|
Pulled most of the variables out so now I can carve out functions.
|
2 months ago |
Zed A. Shaw
|
a7f6357e12
|
Refactor the entity out.
|
2 months ago |
Zed A. Shaw
|
cac7017563
|
Prepared to rework and refactor.
|
2 months ago |
Zed A. Shaw
|
8aa982e5ea
|
Make the changes for the new assets layout.
|
2 months ago |
Zed A. Shaw
|
feda66defd
|
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
|
2 months ago |
Zed A. Shaw
|
69fa7d9e4e
|
Make doors randomly on the rooms.
|
2 months ago |
Zed A. Shaw
|
dd6d29ed7d
|
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
|
2 months ago |
Zed A. Shaw
|
2e8abbaf5e
|
Our hero can walk around the world and won't go through walls.
|
2 months ago |
Zed A. Shaw
|
3a43324fa2
|
Random map gen is mostly working, now to clean it up.
|
2 months ago |
Zed A. Shaw
|
a82944f55a
|
Jank thoughts on using the dijk map to walk from door to door for tunnels.
|
2 months ago |
Zed A. Shaw
|
f48f9d9bc5
|
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
|
2 months ago |
Zed A. Shaw
|
e1ebea7451
|
Working mostly correct now, just need to tweak how it works more and work on connections.
|
2 months ago |
Zed A. Shaw
|
56cc38006b
|
NOTWORKING: Committing this so I can show the changes I made on the next stream.
|
2 months ago |
Zed A. Shaw
|
62195e6eea
|
A dirty first cut at a single random horiz/vert split for the BSP algorithm.
|
2 months ago |
Zed A. Shaw
|
6cb3366912
|
I can make a map with one room 'randomly' generated and calculate paths.
|
2 months ago |
Zed A. Shaw
|
8b67a25732
|
Cleaned up the map for more work.
|
2 months ago |
Zed A. Shaw
|
4f863c2635
|
Dijkstra thing is working on a sample map.
|
2 months ago |
Zed A. Shaw
|
4d748d1f48
|
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
|
2 months ago |
Zed A. Shaw
|
d7b1cf0bf9
|
Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it.
|
2 months ago |
Zed A. Shaw
|
6afb13a50b
|
A better starter for the project.
|
2 months ago |
Zed A. Shaw
|
ad143dca05
|
Initial commit that has most of what I need.
|
2 months ago |