Zed A. Shaw
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3a16595ca7
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A few small changes so that the player's lightsource is just like any other entity lightsource components.
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3 days ago |
Zed A. Shaw
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d2162910f6
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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7 days ago |
Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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7 days ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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1 week ago |
Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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1 week ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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1 week ago |
Zed A. Shaw
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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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1 week ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 weeks ago |
Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2 weeks ago |
Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2 weeks ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2 weeks ago |
Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2 weeks ago |
Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2 weeks ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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2 weeks ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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3 weeks ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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3 weeks ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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3 weeks ago |
Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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3 weeks ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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3 weeks ago |
Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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3 weeks ago |
Zed A. Shaw
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9c03e850b5
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Now have more fancy rooms with different floors to play with.
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4 weeks ago |
Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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4 weeks ago |
Zed A. Shaw
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857cd2f910
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Circle iterator now compensates for the matrix size and won't overflow.
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4 weeks ago |
Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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4 weeks ago |
Zed A. Shaw
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03fe9b3d01
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I can now create any tiles I want. First version is just one room will have a circular pool in it.
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4 weeks ago |
Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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4 weeks ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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1 month ago |
Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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1 month ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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1 month ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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1 month ago |
Zed A. Shaw
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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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2 months ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2 months ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 months ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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2 months ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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2 months ago |