Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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2025-05-26 13:59:26 -04:00 |
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Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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2025-05-25 11:39:43 -04:00 |
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Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2025-05-24 00:47:44 -04:00 |
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Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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2025-05-21 13:56:53 -04:00 |
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Zed A. Shaw
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37715f05a5
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Cleaned up maze and ready to use.
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2025-05-20 10:32:20 -04:00 |
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Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2025-05-20 03:19:58 -04:00 |
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Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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2025-05-19 01:40:23 -04:00 |
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Zed A. Shaw
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0f8e61797f
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Now using a hunt-and-kill maze algorithm.
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2025-05-18 14:37:43 -04:00 |
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Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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2025-05-18 01:00:47 -04:00 |
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Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
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Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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2025-05-14 11:49:09 -04:00 |
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Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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2025-05-13 02:48:39 -04:00 |
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Zed A. Shaw
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1780a758b3
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Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
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2025-05-04 11:56:30 -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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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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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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2025-04-26 02:51:13 -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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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2025-04-24 12:27:29 -04:00 |
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Zed A. Shaw
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a70f11646a
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RitualBelt now has an API.
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2025-04-24 03:32:20 -04:00 |
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Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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2025-04-24 03:06:31 -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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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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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2025-04-14 13:16:19 -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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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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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2025-04-07 10:35:30 -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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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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c1aba2d5c8
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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2025-04-03 10:14:50 -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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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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2025-03-31 11:27:48 -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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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -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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da273cbee6
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Refactored rituals so they can be used in different situations.
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2025-03-24 12:30:58 -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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2baa044695
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
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Zed A. Shaw
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5ed8196c80
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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2025-03-17 23:16:51 -04:00 |
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Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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2025-03-17 22:56:18 -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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1d2968f826
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Move the ritual stuff to the combat namespace.
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2025-03-16 13:46:40 -04:00 |
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Zed A. Shaw
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49531ba148
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Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing.
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2025-03-16 13:34:38 -04:00 |
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Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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2025-03-16 10:26:54 -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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