Zed A. Shaw
|
82216b8307
|
World copying with facts and constants is working so now new levels are possible, but need to work on previous level motion.
|
1 week ago |
Zed A. Shaw
|
2735a0ac1f
|
Initial level management works and can go down levels but need to rework the ecs a bit to have the concept of 'constant' information and make copying it easy.
|
1 week ago |
Zed A. Shaw
|
58fae858ff
|
You can now go down to new levels but the whole setup isn't very good. I need to now move to having a global/master World and one for each level so I don't copy the player and other important things around on each level.
|
2 weeks ago |
Zed A. Shaw
|
2825faf038
|
You can now go down stairs to new levels, but when you do you become stairs or a random monster.
|
2 weeks ago |
Zed A. Shaw
|
3344181a47
|
Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
|
2 weeks ago |
Zed A. Shaw
|
3a16595ca7
|
A few small changes so that the player's lightsource is just like any other entity lightsource components.
|
3 weeks ago |
Zed A. Shaw
|
d2162910f6
|
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.
|
3 weeks ago |
Zed A. Shaw
|
7acbd0379f
|
There's now a config to control the random world gen a bit.
|
3 weeks ago |
Zed A. Shaw
|
b16405cfdc
|
Better random entity placement and config of entities is now more generic.
|
3 weeks ago |
Zed A. Shaw
|
cb976a69a9
|
Map gen now works again and the enemy density is toned down.
|
3 weeks ago |
Zed A. Shaw
|
e9277bf052
|
Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
|
3 weeks ago |
Zed A. Shaw
|
80ef052e15
|
Fixed a problem in the world builder after a refactor then made it do less random paths.
|
4 weeks ago |
Zed A. Shaw
|
128fc4f540
|
Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
|
4 weeks ago |
Zed A. Shaw
|
f3f875ee80
|
Initial changes to clean up the code.
|
4 weeks ago |
Zed A. Shaw
|
d6916b675e
|
Enemies can be tagged as moving randomly, but it's very subtle.
|
4 weeks ago |
Zed A. Shaw
|
222b39c403
|
Fixed up building enemies and items using componentsin the JSON.
|
4 weeks ago |
Zed A. Shaw
|
9ce4fbd552
|
Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
|
4 weeks ago |
Zed A. Shaw
|
6cabd62c7f
|
There's a simple death screen now and you can exit. More work on what death means later.
|
4 weeks ago |
Zed A. Shaw
|
f2864a62ee
|
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.
|
4 weeks ago |
Zed A. Shaw
|
3d461bce6d
|
Very simple items system to get into the inventory work.
|
1 month ago |
Zed A. Shaw
|
28d19d80a2
|
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.
|
1 month ago |
Zed A. Shaw
|
8d661b785b
|
World builder does a better job of placing entities in rooms and not walls.
|
1 month ago |
Zed A. Shaw
|
03c5546cdf
|
World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
|
1 month ago |
Zed A. Shaw
|
6b4bc6cc11
|
fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
|
1 month ago |
Zed A. Shaw
|
194cc6664b
|
Lighting is working way better and now for world generation work.
|
1 month ago |
Zed A. Shaw
|
9c03e850b5
|
Now have more fancy rooms with different floors to play with.
|
1 month ago |
Zed A. Shaw
|
8a94108874
|
Entities now look like they stand on the tiles.
|
1 month ago |
Zed A. Shaw
|
857cd2f910
|
Circle iterator now compensates for the matrix size and won't overflow.
|
1 month ago |
Zed A. Shaw
|
35f2defc11
|
Better lighting and a circle algorithm that works more reliably.
|
1 month ago |
Zed A. Shaw
|
03fe9b3d01
|
I can now create any tiles I want. First version is just one room will have a circular pool in it.
|
1 month ago |
Zed A. Shaw
|
7fe6ad174d
|
Now have a configurable displayable tilemap to do better tiles.
|
1 month ago |
Zed A. Shaw
|
290affa49a
|
Upgraded to the latest winlibs/gcc 14.
|
2 months ago |
Zed A. Shaw
|
1295e9631d
|
A slightly working flood iterator and a working compass iterator.
|
2 months ago |
Zed A. Shaw
|
70cd963e5c
|
Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
|
2 months ago |
Zed A. Shaw
|
8e470df554
|
A bit of late night work designing the little iterators.
|
2 months ago |
Zed A. Shaw
|
6b3ce5eb3d
|
Fixed a bunch of random little bugs everywhere.
|
2 months ago |
Zed A. Shaw
|
eb0ca38e30
|
Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
|
2 months ago |
Zed A. Shaw
|
9abb39a3bf
|
Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
|
2 months ago |
Zed A. Shaw
|
0b4392dbcc
|
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.
|
2 months ago |
Zed A. Shaw
|
68d8bdce12
|
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.
|
2 months ago |