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									 Zed A. Shaw | e9accf14e6 | Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. | 2025-02-25 03:01:07 -05:00 |  | 
				
					
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									 Zed A. Shaw | dfd59065f7 | Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. | 2025-02-24 01:56:16 -05:00 |  | 
				
					
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									 Zed A. Shaw | e0e7a1027c | Inventory system basically works now but is in a alpha hack stage.  Time to refactor. | 2025-02-23 22:57:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | daae239831 | Created a simple pickup sound that sounds like you put something in your bag. | 2025-02-22 23:06:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6e56de08c5 | Quick little fix to add a blank sound for placeholders. | 2025-02-22 22:18:41 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3720340ab7 | Have a really bad walking sound. | 2025-02-22 13:26:33 -05:00 |  | 
				
					
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									 Zed A. Shaw | 20cbc3a21c | Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. | 2025-02-22 12:48:37 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3b9525cca4 | Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. | 2025-02-19 23:18:33 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0199248354 | New axe wielding ranger for you to kill. | 2025-02-19 13:24:54 -05:00 |  | 
				
					
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									 Zed A. Shaw | e04c03b381 | Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids.  Then created a tombstone device to be used as a dead enemy marker that will later allow looting. | 2025-02-19 08:33:18 -05:00 |  | 
				
					
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									 Zed A. Shaw | 49a71e257e | GUI for combat now works better and I can create sprites for things if I want. | 2025-02-18 11:28:55 -05:00 |  | 
				
					
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									 Zed A. Shaw | 615599084a | Bring in a spider enemy. | 2025-02-17 14:34:50 -05:00 |  | 
				
					
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									 Zed A. Shaw | 8d9c2d8c05 | Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. | 2025-02-16 21:19:21 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7c1f05c801 | Combat UI is alright but need to now make a few common widgets. | 2025-02-16 19:27:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | e7e0df6b70 | New rat enemy. | 2025-02-14 15:22:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | d2700d2928 | You now have blood on your screen when below half health. | 2025-02-13 13:15:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9fe7cac79b | Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. | 2025-02-12 14:02:34 -05:00 |  | 
				
					
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									 Zed A. Shaw | d38e2cb0f2 | All of the assets I need right now are done. | 2025-02-12 11:18:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | 4027b70867 | More assets. | 2025-02-12 02:24:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | 583ad6d9c5 | Create a bunch of textures for sprites in the game. | 2025-02-11 20:46:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | 90351ce0fe | The lighting now uses the original grid based lighting calculations rather than a global single source from the player. | 2025-02-11 13:31:39 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6bca6d021e | Sprite is now a component we can place on anything to render it. | 2025-02-10 12:58:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | a4c13f7fc9 | Maps are back and have color now. TileCell needs a rework. | 2025-02-09 14:57:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | a69be90464 | Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. | 2025-02-08 21:16:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | 4b18b21861 | Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. | 2025-02-05 20:26:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | 14128ab10f | Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. | 2025-02-05 14:16:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | a67d25ee10 | Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. | 2025-01-31 13:37:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 2daa1c9bd5 | Brought over a bunch of code from the roguelike and now will use it to generate a random map. | 2025-01-30 11:38:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | b87217ff90 | Have a barely working animation thing that animates the evil eye when you click a button. | 2025-01-27 05:40:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | 51c1e04f61 | Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. | 2025-01-26 19:22:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6ed57cd4a8 | Closer to what I want for sprite loading but still needs more work. | 2025-01-25 12:19:14 -05:00 |  | 
				
					
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									 Zed A. Shaw | 51858ea399 | Made a terrible animation sprite and then did a quick animation test.  Won't keep it for now but this shows how it could work. | 2025-01-25 12:02:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0882851b3f | Switching back to 256px textures for most things, but the weapon works best as a 512px. | 2025-01-25 08:29:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 5e6f95513c | Tried out 512px tiles and sprites and they actually look like crap.  They just look like bad textures not better painted.  With 256 they look nicely pixelated. | 2025-01-25 07:46:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | adfb6367d7 | Finished the first pass of moving everything around and cleaning up as much as possible. | 2025-01-17 03:45:05 -05:00 |  |