Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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2025-05-13 22:52:27 -04:00 |
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Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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2025-05-02 11:39:39 -04:00 |
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Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2025-04-29 23:59:40 -04:00 |
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Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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2025-04-28 13:21:10 -04:00 |
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Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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2025-04-27 13:35:05 -04:00 |
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Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2025-04-26 13:18:43 -04:00 |
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Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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2025-04-26 02:21:59 -04:00 |
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Zed A. Shaw
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ad1d08ca96
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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2025-04-26 00:57:23 -04:00 |
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Zed A. Shaw
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dac9b1b3de
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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2025-04-25 23:36:18 -04:00 |
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Zed A. Shaw
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2fb1687997
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Now have sounds and shaders working on the button for each of the different elements.
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2025-04-25 11:54:30 -04:00 |
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Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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2025-04-24 23:06:15 -04:00 |
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Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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2025-04-24 13:43:57 -04:00 |
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Zed A. Shaw
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17d30e2ed2
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Add a dump function and clean up some data.
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2025-04-24 02:44:07 -04:00 |
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Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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2025-04-24 02:03:18 -04:00 |
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Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2025-04-24 01:15:49 -04:00 |
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Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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2025-04-20 22:53:43 -04:00 |
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Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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2025-04-16 00:02:27 -04:00 |
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Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2025-04-15 19:34:39 -04:00 |
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Zed A. Shaw
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467a26628c
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Wrong shader.
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2025-04-15 12:47:07 -04:00 |
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Zed A. Shaw
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137dcc1f30
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Missing resources.
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2025-04-15 12:46:13 -04:00 |
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Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2025-04-15 11:38:38 -04:00 |
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Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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2025-04-15 01:01:44 -04:00 |
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Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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2025-04-14 12:12:21 -04:00 |
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Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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2025-04-13 22:31:13 -04:00 |
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Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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2025-04-13 17:11:21 -04:00 |
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Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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2025-04-10 23:42:45 -04:00 |
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Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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2025-04-07 14:02:32 -04:00 |
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Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2025-04-06 23:29:25 -04:00 |
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Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2025-04-06 15:32:19 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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2025-04-05 17:48:24 -04:00 |
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Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2025-04-05 17:17:26 -04:00 |
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Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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2025-04-01 13:48:59 -04:00 |
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Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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2025-03-31 13:51:27 -04:00 |
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Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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2025-03-30 12:37:34 -04:00 |
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Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -04:00 |
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Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2025-03-23 11:34:50 -04:00 |
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Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2025-03-23 00:04:23 -04:00 |
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Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
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Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2025-03-21 02:51:02 -04:00 |
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Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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2025-03-20 04:25:15 -04:00 |
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Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
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Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2025-03-19 00:14:43 -04:00 |
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Zed A. Shaw
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d3158291f7
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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.
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2025-03-17 15:23:47 -04:00 |
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Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2025-03-16 23:17:43 -04:00 |
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Zed A. Shaw
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15bb69624b
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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.
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2025-03-16 00:46:24 -04:00 |
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Zed A. Shaw
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eeea3c794f
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The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works.
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2025-03-15 23:39:54 -04:00 |
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Zed A. Shaw
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63f032ff12
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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.
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2025-03-15 22:30:10 -04:00 |
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Zed A. Shaw
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75db188dc6
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AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
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2025-03-15 11:43:46 -04:00 |
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Zed A. Shaw
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2815375836
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Test now can work the enemy AI to prototype behavior.
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2025-03-14 23:48:03 -04:00 |
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