Zed A. Shaw
|
ee1e2e5bc5
|
Started working on a random flood function for paths to do things like fill rooms with stuff.
|
1 week ago |
Zed A. Shaw
|
0edd948101
|
A barely working tool to find font characters and pick their color.
|
2 weeks 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.
|
3 weeks 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.
|
3 weeks ago |
Zed A. Shaw
|
3f7a9cc124
|
Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
|
3 weeks ago |
Zed A. Shaw
|
e86d474c7c
|
Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
|
3 weeks ago |
Zed A. Shaw
|
988edf13d7
|
Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
|
3 weeks ago |
Zed A. Shaw
|
54fa1a23ce
|
Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
|
3 weeks ago |
Zed A. Shaw
|
0e8a2e520a
|
Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
|
4 weeks ago |
Zed A. Shaw
|
6174df5ec7
|
Lighting now works, now to get multiple lights.
|
4 weeks ago |
Zed A. Shaw
|
4ceacecfda
|
Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
|
4 weeks ago |
Zed A. Shaw
|
62f986719d
|
Quick hack to test finding a better light. If you find the gold you get a better light.
|
4 weeks ago |
Zed A. Shaw
|
a9217e8423
|
Now have a basic prototype lighting system.
|
4 weeks ago |
Zed A. Shaw
|
1bb04b4562
|
Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
|
4 weeks ago |
Zed A. Shaw
|
ed9d0de8e0
|
Event system now accepts any data and the GUI receives simpler events with data for them.
|
2 months ago |
Zed A. Shaw
|
0e79288afc
|
More notes on the next things to do.
|
2 months ago |
Zed A. Shaw
|
011fee4872
|
A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
|
2 months ago |
Zed A. Shaw
|
0a268591c2
|
Started working on the loot system which will eventually become the inventory/improved collision system.
|
2 months ago |
Zed A. Shaw
|
67cacd5dcd
|
Can actually save the game now.
|
2 months ago |
Zed A. Shaw
|
d113dba42f
|
Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components.
|
2 months 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.
|
2 months ago |
Zed A. Shaw
|
e864e14eab
|
Rendering with color is working now but still has problems with enabling/resetting the default colors.
|
2 months ago |
Zed A. Shaw
|
ae484bf425
|
ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
|
2 months ago |
Zed A. Shaw
|
009b1e63a7
|
More refactoring to get the GUI dumber.
|
2 months ago |
Zed A. Shaw
|
04350cb51e
|
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
|
2 months ago |
Zed A. Shaw
|
ea6cf1362b
|
Create a test for the ECS before we add more functionality.
|
2 months ago |
Zed A. Shaw
|
143fe7784c
|
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
|
2 months ago |
Zed A. Shaw
|
4ed06b10b1
|
Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
|
2 months ago |
Zed A. Shaw
|
9102bdc8ad
|
Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you.
|
2 months ago |
Zed A. Shaw
|
4162287841
|
Implement a simple combat system and killing off enemies. See status for next steps.
|
2 months ago |
Zed A. Shaw
|
62562faad3
|
Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.
|
2 months ago |
Zed A. Shaw
|
5a123ae74c
|
Refactor some code to have better naming and move Point and related point things into their own .hpp.
|
2 months ago |
Zed A. Shaw
|
ec1ed23c52
|
Now using a simple collision map to track entities and then determine if they're near the player for attacking.
|
2 months ago |
Zed A. Shaw
|
dbc2a10933
|
Very basic collision and combat to work out the idea and a logging system on the left.
|
2 months ago |
Zed A. Shaw
|
6f2fba4f7f
|
Make a few comments to keep this straight.
|
2 months ago |
Zed A. Shaw
|
02a45d890f
|
Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
|
2 months ago |
Zed A. Shaw
|
8b61a4fad8
|
Forgot to set targets for pathing.
|
2 months ago |
Zed A. Shaw
|
da64e526c4
|
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
|
2 months ago |
Zed A. Shaw
|
1bb8999610
|
A bit more cleanup, but still looking for more organization.
|
2 months ago |
Zed A. Shaw
|
e42647d727
|
I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
|
2 months ago |